1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 // game button identifiers
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define SOUND_CTRL_ID_MUSIC 11
1020 #define SOUND_CTRL_ID_LOOPS 12
1021 #define SOUND_CTRL_ID_SIMPLE 13
1022 #define SOUND_CTRL_ID_PANEL_MUSIC 14
1023 #define SOUND_CTRL_ID_PANEL_LOOPS 15
1024 #define SOUND_CTRL_ID_PANEL_SIMPLE 16
1026 #define NUM_GAME_BUTTONS 17
1029 // forward declaration for internal use
1031 static void CreateField(int, int, int);
1033 static void ResetGfxAnimation(int, int);
1035 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1036 static void AdvanceFrameAndPlayerCounters(int);
1038 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1039 static boolean MovePlayer(struct PlayerInfo *, int, int);
1040 static void ScrollPlayer(struct PlayerInfo *, int);
1041 static void ScrollScreen(struct PlayerInfo *, int);
1043 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1044 static boolean DigFieldByCE(int, int, int);
1045 static boolean SnapField(struct PlayerInfo *, int, int);
1046 static boolean DropElement(struct PlayerInfo *);
1048 static void InitBeltMovement(void);
1049 static void CloseAllOpenTimegates(void);
1050 static void CheckGravityMovement(struct PlayerInfo *);
1051 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1052 static void KillPlayerUnlessEnemyProtected(int, int);
1053 static void KillPlayerUnlessExplosionProtected(int, int);
1055 static void TestIfPlayerTouchesCustomElement(int, int);
1056 static void TestIfElementTouchesCustomElement(int, int);
1057 static void TestIfElementHitsCustomElement(int, int, int);
1059 static void HandleElementChange(int, int, int);
1060 static void ExecuteCustomElementAction(int, int, int, int);
1061 static boolean ChangeElement(int, int, int, int);
1063 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1064 #define CheckTriggeredElementChange(x, y, e, ev) \
1065 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1066 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1067 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1068 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1070 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1071 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1073 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1074 #define CheckElementChange(x, y, e, te, ev) \
1075 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1076 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1077 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1078 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1079 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1081 static void PlayLevelSound(int, int, int);
1082 static void PlayLevelSoundNearest(int, int, int);
1083 static void PlayLevelSoundAction(int, int, int);
1084 static void PlayLevelSoundElementAction(int, int, int, int);
1085 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1086 static void PlayLevelSoundActionIfLoop(int, int, int);
1087 static void StopLevelSoundActionIfLoop(int, int, int);
1088 static void PlayLevelMusic(void);
1089 static void FadeLevelSoundsAndMusic(void);
1091 static void HandleGameButtons(struct GadgetInfo *);
1093 int AmoebeNachbarNr(int, int);
1094 void AmoebeUmwandeln(int, int);
1095 void ContinueMoving(int, int);
1096 void Bang(int, int);
1097 void InitMovDir(int, int);
1098 void InitAmoebaNr(int, int);
1099 int NewHiScore(int);
1101 void TestIfGoodThingHitsBadThing(int, int, int);
1102 void TestIfBadThingHitsGoodThing(int, int, int);
1103 void TestIfPlayerTouchesBadThing(int, int);
1104 void TestIfPlayerRunsIntoBadThing(int, int, int);
1105 void TestIfBadThingTouchesPlayer(int, int);
1106 void TestIfBadThingRunsIntoPlayer(int, int, int);
1107 void TestIfFriendTouchesBadThing(int, int);
1108 void TestIfBadThingTouchesFriend(int, int);
1109 void TestIfBadThingTouchesOtherBadThing(int, int);
1110 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1112 void KillPlayer(struct PlayerInfo *);
1113 void BuryPlayer(struct PlayerInfo *);
1114 void RemovePlayer(struct PlayerInfo *);
1115 void ExitPlayer(struct PlayerInfo *);
1117 static int getInvisibleActiveFromInvisibleElement(int);
1118 static int getInvisibleFromInvisibleActiveElement(int);
1120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1122 // for detection of endless loops, caused by custom element programming
1123 // (using maximal playfield width x 10 is just a rough approximation)
1124 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1126 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1128 if (recursion_loop_detected) \
1131 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1133 recursion_loop_detected = TRUE; \
1134 recursion_loop_element = (e); \
1137 recursion_loop_depth++; \
1140 #define RECURSION_LOOP_DETECTION_END() \
1142 recursion_loop_depth--; \
1145 static int recursion_loop_depth;
1146 static boolean recursion_loop_detected;
1147 static boolean recursion_loop_element;
1149 static int map_player_action[MAX_PLAYERS];
1152 // ----------------------------------------------------------------------------
1153 // definition of elements that automatically change to other elements after
1154 // a specified time, eventually calling a function when changing
1155 // ----------------------------------------------------------------------------
1157 // forward declaration for changer functions
1158 static void InitBuggyBase(int, int);
1159 static void WarnBuggyBase(int, int);
1161 static void InitTrap(int, int);
1162 static void ActivateTrap(int, int);
1163 static void ChangeActiveTrap(int, int);
1165 static void InitRobotWheel(int, int);
1166 static void RunRobotWheel(int, int);
1167 static void StopRobotWheel(int, int);
1169 static void InitTimegateWheel(int, int);
1170 static void RunTimegateWheel(int, int);
1172 static void InitMagicBallDelay(int, int);
1173 static void ActivateMagicBall(int, int);
1175 struct ChangingElementInfo
1180 void (*pre_change_function)(int x, int y);
1181 void (*change_function)(int x, int y);
1182 void (*post_change_function)(int x, int y);
1185 static struct ChangingElementInfo change_delay_list[] =
1220 EL_STEEL_EXIT_OPENING,
1228 EL_STEEL_EXIT_CLOSING,
1229 EL_STEEL_EXIT_CLOSED,
1252 EL_EM_STEEL_EXIT_OPENING,
1253 EL_EM_STEEL_EXIT_OPEN,
1260 EL_EM_STEEL_EXIT_CLOSING,
1284 EL_SWITCHGATE_OPENING,
1292 EL_SWITCHGATE_CLOSING,
1293 EL_SWITCHGATE_CLOSED,
1300 EL_TIMEGATE_OPENING,
1308 EL_TIMEGATE_CLOSING,
1317 EL_ACID_SPLASH_LEFT,
1325 EL_ACID_SPLASH_RIGHT,
1334 EL_SP_BUGGY_BASE_ACTIVATING,
1341 EL_SP_BUGGY_BASE_ACTIVATING,
1342 EL_SP_BUGGY_BASE_ACTIVE,
1349 EL_SP_BUGGY_BASE_ACTIVE,
1373 EL_ROBOT_WHEEL_ACTIVE,
1381 EL_TIMEGATE_SWITCH_ACTIVE,
1389 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1390 EL_DC_TIMEGATE_SWITCH,
1397 EL_EMC_MAGIC_BALL_ACTIVE,
1398 EL_EMC_MAGIC_BALL_ACTIVE,
1405 EL_EMC_SPRING_BUMPER_ACTIVE,
1406 EL_EMC_SPRING_BUMPER,
1413 EL_DIAGONAL_SHRINKING,
1421 EL_DIAGONAL_GROWING,
1442 int push_delay_fixed, push_delay_random;
1446 { EL_SPRING, 0, 0 },
1447 { EL_BALLOON, 0, 0 },
1449 { EL_SOKOBAN_OBJECT, 2, 0 },
1450 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1451 { EL_SATELLITE, 2, 0 },
1452 { EL_SP_DISK_YELLOW, 2, 0 },
1454 { EL_UNDEFINED, 0, 0 },
1462 move_stepsize_list[] =
1464 { EL_AMOEBA_DROP, 2 },
1465 { EL_AMOEBA_DROPPING, 2 },
1466 { EL_QUICKSAND_FILLING, 1 },
1467 { EL_QUICKSAND_EMPTYING, 1 },
1468 { EL_QUICKSAND_FAST_FILLING, 2 },
1469 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1470 { EL_MAGIC_WALL_FILLING, 2 },
1471 { EL_MAGIC_WALL_EMPTYING, 2 },
1472 { EL_BD_MAGIC_WALL_FILLING, 2 },
1473 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_DC_MAGIC_WALL_FILLING, 2 },
1475 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1477 { EL_UNDEFINED, 0 },
1485 collect_count_list[] =
1488 { EL_BD_DIAMOND, 1 },
1489 { EL_EMERALD_YELLOW, 1 },
1490 { EL_EMERALD_RED, 1 },
1491 { EL_EMERALD_PURPLE, 1 },
1493 { EL_SP_INFOTRON, 1 },
1497 { EL_UNDEFINED, 0 },
1505 access_direction_list[] =
1507 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1508 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1509 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1510 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1511 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1512 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1513 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1514 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1515 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1516 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1517 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1519 { EL_SP_PORT_LEFT, MV_RIGHT },
1520 { EL_SP_PORT_RIGHT, MV_LEFT },
1521 { EL_SP_PORT_UP, MV_DOWN },
1522 { EL_SP_PORT_DOWN, MV_UP },
1523 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1524 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1525 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1526 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1527 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1528 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1529 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1530 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1531 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1532 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1533 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1534 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1537 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1539 { EL_UNDEFINED, MV_NONE }
1542 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1544 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1545 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1546 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1547 IS_JUST_CHANGING(x, y))
1549 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1551 // static variables for playfield scan mode (scanning forward or backward)
1552 static int playfield_scan_start_x = 0;
1553 static int playfield_scan_start_y = 0;
1554 static int playfield_scan_delta_x = 1;
1555 static int playfield_scan_delta_y = 1;
1557 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1558 (y) >= 0 && (y) <= lev_fieldy - 1; \
1559 (y) += playfield_scan_delta_y) \
1560 for ((x) = playfield_scan_start_x; \
1561 (x) >= 0 && (x) <= lev_fieldx - 1; \
1562 (x) += playfield_scan_delta_x)
1565 void DEBUG_SetMaximumDynamite(void)
1569 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1570 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1571 local_player->inventory_element[local_player->inventory_size++] =
1576 static void InitPlayfieldScanModeVars(void)
1578 if (game.use_reverse_scan_direction)
1580 playfield_scan_start_x = lev_fieldx - 1;
1581 playfield_scan_start_y = lev_fieldy - 1;
1583 playfield_scan_delta_x = -1;
1584 playfield_scan_delta_y = -1;
1588 playfield_scan_start_x = 0;
1589 playfield_scan_start_y = 0;
1591 playfield_scan_delta_x = 1;
1592 playfield_scan_delta_y = 1;
1596 static void InitPlayfieldScanMode(int mode)
1598 game.use_reverse_scan_direction =
1599 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1601 InitPlayfieldScanModeVars();
1604 static int get_move_delay_from_stepsize(int move_stepsize)
1607 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1609 // make sure that stepsize value is always a power of 2
1610 move_stepsize = (1 << log_2(move_stepsize));
1612 return TILEX / move_stepsize;
1615 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1618 int player_nr = player->index_nr;
1619 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1620 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1622 // do no immediately change move delay -- the player might just be moving
1623 player->move_delay_value_next = move_delay;
1625 // information if player can move must be set separately
1626 player->cannot_move = cannot_move;
1630 player->move_delay = game.initial_move_delay[player_nr];
1631 player->move_delay_value = game.initial_move_delay_value[player_nr];
1633 player->move_delay_value_next = -1;
1635 player->move_delay_reset_counter = 0;
1639 void GetPlayerConfig(void)
1641 GameFrameDelay = setup.game_frame_delay;
1643 if (!audio.sound_available)
1644 setup.sound_simple = FALSE;
1646 if (!audio.loops_available)
1647 setup.sound_loops = FALSE;
1649 if (!audio.music_available)
1650 setup.sound_music = FALSE;
1652 if (!video.fullscreen_available)
1653 setup.fullscreen = FALSE;
1655 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1657 SetAudioMode(setup.sound);
1660 int GetElementFromGroupElement(int element)
1662 if (IS_GROUP_ELEMENT(element))
1664 struct ElementGroupInfo *group = element_info[element].group;
1665 int last_anim_random_frame = gfx.anim_random_frame;
1668 if (group->choice_mode == ANIM_RANDOM)
1669 gfx.anim_random_frame = RND(group->num_elements_resolved);
1671 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1672 group->choice_mode, 0,
1675 if (group->choice_mode == ANIM_RANDOM)
1676 gfx.anim_random_frame = last_anim_random_frame;
1678 group->choice_pos++;
1680 element = group->element_resolved[element_pos];
1686 static void IncrementSokobanFieldsNeeded(void)
1688 if (level.sb_fields_needed)
1689 game.sokoban_fields_still_needed++;
1692 static void IncrementSokobanObjectsNeeded(void)
1694 if (level.sb_objects_needed)
1695 game.sokoban_objects_still_needed++;
1698 static void DecrementSokobanFieldsNeeded(void)
1700 if (game.sokoban_fields_still_needed > 0)
1701 game.sokoban_fields_still_needed--;
1704 static void DecrementSokobanObjectsNeeded(void)
1706 if (game.sokoban_objects_still_needed > 0)
1707 game.sokoban_objects_still_needed--;
1710 static void InitPlayerField(int x, int y, int element, boolean init_game)
1712 if (element == EL_SP_MURPHY)
1716 if (stored_player[0].present)
1718 Feld[x][y] = EL_SP_MURPHY_CLONE;
1724 stored_player[0].initial_element = element;
1725 stored_player[0].use_murphy = TRUE;
1727 if (!level.use_artwork_element[0])
1728 stored_player[0].artwork_element = EL_SP_MURPHY;
1731 Feld[x][y] = EL_PLAYER_1;
1737 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1738 int jx = player->jx, jy = player->jy;
1740 player->present = TRUE;
1742 player->block_last_field = (element == EL_SP_MURPHY ?
1743 level.sp_block_last_field :
1744 level.block_last_field);
1746 // ---------- initialize player's last field block delay ------------------
1748 // always start with reliable default value (no adjustment needed)
1749 player->block_delay_adjustment = 0;
1751 // special case 1: in Supaplex, Murphy blocks last field one more frame
1752 if (player->block_last_field && element == EL_SP_MURPHY)
1753 player->block_delay_adjustment = 1;
1755 // special case 2: in game engines before 3.1.1, blocking was different
1756 if (game.use_block_last_field_bug)
1757 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1759 if (!network.enabled || player->connected_network)
1761 player->active = TRUE;
1763 // remove potentially duplicate players
1764 if (StorePlayer[jx][jy] == Feld[x][y])
1765 StorePlayer[jx][jy] = 0;
1767 StorePlayer[x][y] = Feld[x][y];
1769 #if DEBUG_INIT_PLAYER
1772 printf("- player element %d activated", player->element_nr);
1773 printf(" (local player is %d and currently %s)\n",
1774 local_player->element_nr,
1775 local_player->active ? "active" : "not active");
1780 Feld[x][y] = EL_EMPTY;
1782 player->jx = player->last_jx = x;
1783 player->jy = player->last_jy = y;
1788 int player_nr = GET_PLAYER_NR(element);
1789 struct PlayerInfo *player = &stored_player[player_nr];
1791 if (player->active && player->killed)
1792 player->reanimated = TRUE; // if player was just killed, reanimate him
1796 static void InitField(int x, int y, boolean init_game)
1798 int element = Feld[x][y];
1807 InitPlayerField(x, y, element, init_game);
1810 case EL_SOKOBAN_FIELD_PLAYER:
1811 element = Feld[x][y] = EL_PLAYER_1;
1812 InitField(x, y, init_game);
1814 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1815 InitField(x, y, init_game);
1818 case EL_SOKOBAN_FIELD_EMPTY:
1819 IncrementSokobanFieldsNeeded();
1822 case EL_SOKOBAN_OBJECT:
1823 IncrementSokobanObjectsNeeded();
1827 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1828 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1829 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1830 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1831 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1832 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1833 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1834 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1835 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1836 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1845 case EL_SPACESHIP_RIGHT:
1846 case EL_SPACESHIP_UP:
1847 case EL_SPACESHIP_LEFT:
1848 case EL_SPACESHIP_DOWN:
1849 case EL_BD_BUTTERFLY:
1850 case EL_BD_BUTTERFLY_RIGHT:
1851 case EL_BD_BUTTERFLY_UP:
1852 case EL_BD_BUTTERFLY_LEFT:
1853 case EL_BD_BUTTERFLY_DOWN:
1855 case EL_BD_FIREFLY_RIGHT:
1856 case EL_BD_FIREFLY_UP:
1857 case EL_BD_FIREFLY_LEFT:
1858 case EL_BD_FIREFLY_DOWN:
1859 case EL_PACMAN_RIGHT:
1861 case EL_PACMAN_LEFT:
1862 case EL_PACMAN_DOWN:
1864 case EL_YAMYAM_LEFT:
1865 case EL_YAMYAM_RIGHT:
1867 case EL_YAMYAM_DOWN:
1868 case EL_DARK_YAMYAM:
1871 case EL_SP_SNIKSNAK:
1872 case EL_SP_ELECTRON:
1881 case EL_AMOEBA_FULL:
1886 case EL_AMOEBA_DROP:
1887 if (y == lev_fieldy - 1)
1889 Feld[x][y] = EL_AMOEBA_GROWING;
1890 Store[x][y] = EL_AMOEBA_WET;
1894 case EL_DYNAMITE_ACTIVE:
1895 case EL_SP_DISK_RED_ACTIVE:
1896 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1897 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1898 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1899 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1900 MovDelay[x][y] = 96;
1903 case EL_EM_DYNAMITE_ACTIVE:
1904 MovDelay[x][y] = 32;
1908 game.lights_still_needed++;
1912 game.friends_still_needed++;
1917 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1920 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1921 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1922 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1923 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1924 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1925 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1926 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1927 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1928 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1929 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1930 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1931 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1934 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1935 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1936 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1938 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1940 game.belt_dir[belt_nr] = belt_dir;
1941 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1943 else // more than one switch -- set it like the first switch
1945 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1950 case EL_LIGHT_SWITCH_ACTIVE:
1952 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1955 case EL_INVISIBLE_STEELWALL:
1956 case EL_INVISIBLE_WALL:
1957 case EL_INVISIBLE_SAND:
1958 if (game.light_time_left > 0 ||
1959 game.lenses_time_left > 0)
1960 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1963 case EL_EMC_MAGIC_BALL:
1964 if (game.ball_state)
1965 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1968 case EL_EMC_MAGIC_BALL_SWITCH:
1969 if (game.ball_state)
1970 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1973 case EL_TRIGGER_PLAYER:
1974 case EL_TRIGGER_ELEMENT:
1975 case EL_TRIGGER_CE_VALUE:
1976 case EL_TRIGGER_CE_SCORE:
1978 case EL_ANY_ELEMENT:
1979 case EL_CURRENT_CE_VALUE:
1980 case EL_CURRENT_CE_SCORE:
1997 // reference elements should not be used on the playfield
1998 Feld[x][y] = EL_EMPTY;
2002 if (IS_CUSTOM_ELEMENT(element))
2004 if (CAN_MOVE(element))
2007 if (!element_info[element].use_last_ce_value || init_game)
2008 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
2010 else if (IS_GROUP_ELEMENT(element))
2012 Feld[x][y] = GetElementFromGroupElement(element);
2014 InitField(x, y, init_game);
2021 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2024 static void InitField_WithBug1(int x, int y, boolean init_game)
2026 InitField(x, y, init_game);
2028 // not needed to call InitMovDir() -- already done by InitField()!
2029 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2030 CAN_MOVE(Feld[x][y]))
2034 static void InitField_WithBug2(int x, int y, boolean init_game)
2036 int old_element = Feld[x][y];
2038 InitField(x, y, init_game);
2040 // not needed to call InitMovDir() -- already done by InitField()!
2041 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2042 CAN_MOVE(old_element) &&
2043 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2046 /* this case is in fact a combination of not less than three bugs:
2047 first, it calls InitMovDir() for elements that can move, although this is
2048 already done by InitField(); then, it checks the element that was at this
2049 field _before_ the call to InitField() (which can change it); lastly, it
2050 was not called for "mole with direction" elements, which were treated as
2051 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2055 static int get_key_element_from_nr(int key_nr)
2057 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2058 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2059 EL_EM_KEY_1 : EL_KEY_1);
2061 return key_base_element + key_nr;
2064 static int get_next_dropped_element(struct PlayerInfo *player)
2066 return (player->inventory_size > 0 ?
2067 player->inventory_element[player->inventory_size - 1] :
2068 player->inventory_infinite_element != EL_UNDEFINED ?
2069 player->inventory_infinite_element :
2070 player->dynabombs_left > 0 ?
2071 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2075 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2077 // pos >= 0: get element from bottom of the stack;
2078 // pos < 0: get element from top of the stack
2082 int min_inventory_size = -pos;
2083 int inventory_pos = player->inventory_size - min_inventory_size;
2084 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2086 return (player->inventory_size >= min_inventory_size ?
2087 player->inventory_element[inventory_pos] :
2088 player->inventory_infinite_element != EL_UNDEFINED ?
2089 player->inventory_infinite_element :
2090 player->dynabombs_left >= min_dynabombs_left ?
2091 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2096 int min_dynabombs_left = pos + 1;
2097 int min_inventory_size = pos + 1 - player->dynabombs_left;
2098 int inventory_pos = pos - player->dynabombs_left;
2100 return (player->inventory_infinite_element != EL_UNDEFINED ?
2101 player->inventory_infinite_element :
2102 player->dynabombs_left >= min_dynabombs_left ?
2103 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2104 player->inventory_size >= min_inventory_size ?
2105 player->inventory_element[inventory_pos] :
2110 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2112 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2113 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2116 if (gpo1->sort_priority != gpo2->sort_priority)
2117 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2119 compare_result = gpo1->nr - gpo2->nr;
2121 return compare_result;
2124 int getPlayerInventorySize(int player_nr)
2126 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2127 return level.native_em_level->ply[player_nr]->dynamite;
2128 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2129 return level.native_sp_level->game_sp->red_disk_count;
2131 return stored_player[player_nr].inventory_size;
2134 static void InitGameControlValues(void)
2138 for (i = 0; game_panel_controls[i].nr != -1; i++)
2140 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2141 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2142 struct TextPosInfo *pos = gpc->pos;
2144 int type = gpc->type;
2148 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2149 Error(ERR_EXIT, "this should not happen -- please debug");
2152 // force update of game controls after initialization
2153 gpc->value = gpc->last_value = -1;
2154 gpc->frame = gpc->last_frame = -1;
2155 gpc->gfx_frame = -1;
2157 // determine panel value width for later calculation of alignment
2158 if (type == TYPE_INTEGER || type == TYPE_STRING)
2160 pos->width = pos->size * getFontWidth(pos->font);
2161 pos->height = getFontHeight(pos->font);
2163 else if (type == TYPE_ELEMENT)
2165 pos->width = pos->size;
2166 pos->height = pos->size;
2169 // fill structure for game panel draw order
2171 gpo->sort_priority = pos->sort_priority;
2174 // sort game panel controls according to sort_priority and control number
2175 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2176 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2179 static void UpdatePlayfieldElementCount(void)
2181 boolean use_element_count = FALSE;
2184 // first check if it is needed at all to calculate playfield element count
2185 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2186 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2187 use_element_count = TRUE;
2189 if (!use_element_count)
2192 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2193 element_info[i].element_count = 0;
2195 SCAN_PLAYFIELD(x, y)
2197 element_info[Feld[x][y]].element_count++;
2200 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2201 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2202 if (IS_IN_GROUP(j, i))
2203 element_info[EL_GROUP_START + i].element_count +=
2204 element_info[j].element_count;
2207 static void UpdateGameControlValues(void)
2210 int time = (game.LevelSolved ?
2211 game.LevelSolved_CountingTime :
2212 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2213 level.native_em_level->lev->time :
2214 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2215 level.native_sp_level->game_sp->time_played :
2216 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2217 game_mm.energy_left :
2218 game.no_time_limit ? TimePlayed : TimeLeft);
2219 int score = (game.LevelSolved ?
2220 game.LevelSolved_CountingScore :
2221 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2222 level.native_em_level->lev->score :
2223 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2224 level.native_sp_level->game_sp->score :
2225 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2228 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2229 level.native_em_level->lev->required :
2230 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2231 level.native_sp_level->game_sp->infotrons_still_needed :
2232 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2233 game_mm.kettles_still_needed :
2234 game.gems_still_needed);
2235 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2236 level.native_em_level->lev->required > 0 :
2237 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2238 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2239 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2240 game_mm.kettles_still_needed > 0 ||
2241 game_mm.lights_still_needed > 0 :
2242 game.gems_still_needed > 0 ||
2243 game.sokoban_fields_still_needed > 0 ||
2244 game.sokoban_objects_still_needed > 0 ||
2245 game.lights_still_needed > 0);
2246 int health = (game.LevelSolved ?
2247 game.LevelSolved_CountingHealth :
2248 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249 MM_HEALTH(game_mm.laser_overload_value) :
2252 UpdatePlayfieldElementCount();
2254 // update game panel control values
2256 // used instead of "level_nr" (for network games)
2257 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2258 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2260 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2261 for (i = 0; i < MAX_NUM_KEYS; i++)
2262 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2263 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2264 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2266 if (game.centered_player_nr == -1)
2268 for (i = 0; i < MAX_PLAYERS; i++)
2270 // only one player in Supaplex game engine
2271 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2274 for (k = 0; k < MAX_NUM_KEYS; k++)
2276 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2278 if (level.native_em_level->ply[i]->keys & (1 << k))
2279 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2280 get_key_element_from_nr(k);
2282 else if (stored_player[i].key[k])
2283 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2284 get_key_element_from_nr(k);
2287 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2288 getPlayerInventorySize(i);
2290 if (stored_player[i].num_white_keys > 0)
2291 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2294 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2295 stored_player[i].num_white_keys;
2300 int player_nr = game.centered_player_nr;
2302 for (k = 0; k < MAX_NUM_KEYS; k++)
2304 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2306 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2307 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2308 get_key_element_from_nr(k);
2310 else if (stored_player[player_nr].key[k])
2311 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2312 get_key_element_from_nr(k);
2315 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2316 getPlayerInventorySize(player_nr);
2318 if (stored_player[player_nr].num_white_keys > 0)
2319 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2321 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2322 stored_player[player_nr].num_white_keys;
2325 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2327 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2328 get_inventory_element_from_pos(local_player, i);
2329 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2330 get_inventory_element_from_pos(local_player, -i - 1);
2333 game_panel_controls[GAME_PANEL_SCORE].value = score;
2334 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2336 game_panel_controls[GAME_PANEL_TIME].value = time;
2338 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2339 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2340 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2342 if (level.time == 0)
2343 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2345 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2347 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2348 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2350 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2352 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2353 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2355 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2356 local_player->shield_normal_time_left;
2357 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2358 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2360 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2361 local_player->shield_deadly_time_left;
2363 game_panel_controls[GAME_PANEL_EXIT].value =
2364 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2366 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2367 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2368 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2369 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2370 EL_EMC_MAGIC_BALL_SWITCH);
2372 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2373 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2374 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2375 game.light_time_left;
2377 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2378 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2379 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2380 game.timegate_time_left;
2382 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2383 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2385 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2386 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2387 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2388 game.lenses_time_left;
2390 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2391 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2392 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2393 game.magnify_time_left;
2395 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2396 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2397 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2398 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2399 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2400 EL_BALLOON_SWITCH_NONE);
2402 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2403 local_player->dynabomb_count;
2404 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2405 local_player->dynabomb_size;
2406 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2407 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2409 game_panel_controls[GAME_PANEL_PENGUINS].value =
2410 game.friends_still_needed;
2412 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2413 game.sokoban_objects_still_needed;
2414 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2415 game.sokoban_fields_still_needed;
2417 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2418 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2420 for (i = 0; i < NUM_BELTS; i++)
2422 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2423 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2424 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2425 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2426 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2429 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2430 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2431 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2432 game.magic_wall_time_left;
2434 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2435 local_player->gravity;
2437 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2438 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2440 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2441 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2442 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2443 game.panel.element[i].id : EL_UNDEFINED);
2445 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2446 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2447 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2448 element_info[game.panel.element_count[i].id].element_count : 0);
2450 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2451 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2452 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2453 element_info[game.panel.ce_score[i].id].collect_score : 0);
2455 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2456 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2457 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2458 element_info[game.panel.ce_score_element[i].id].collect_score :
2461 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2462 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2463 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2465 // update game panel control frames
2467 for (i = 0; game_panel_controls[i].nr != -1; i++)
2469 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2471 if (gpc->type == TYPE_ELEMENT)
2473 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2475 int last_anim_random_frame = gfx.anim_random_frame;
2476 int element = gpc->value;
2477 int graphic = el2panelimg(element);
2479 if (gpc->value != gpc->last_value)
2482 gpc->gfx_random = INIT_GFX_RANDOM();
2488 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2489 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2490 gpc->gfx_random = INIT_GFX_RANDOM();
2493 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2494 gfx.anim_random_frame = gpc->gfx_random;
2496 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2497 gpc->gfx_frame = element_info[element].collect_score;
2499 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2502 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2503 gfx.anim_random_frame = last_anim_random_frame;
2506 else if (gpc->type == TYPE_GRAPHIC)
2508 if (gpc->graphic != IMG_UNDEFINED)
2510 int last_anim_random_frame = gfx.anim_random_frame;
2511 int graphic = gpc->graphic;
2513 if (gpc->value != gpc->last_value)
2516 gpc->gfx_random = INIT_GFX_RANDOM();
2522 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2523 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2524 gpc->gfx_random = INIT_GFX_RANDOM();
2527 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2528 gfx.anim_random_frame = gpc->gfx_random;
2530 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2532 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2533 gfx.anim_random_frame = last_anim_random_frame;
2539 static void DisplayGameControlValues(void)
2541 boolean redraw_panel = FALSE;
2544 for (i = 0; game_panel_controls[i].nr != -1; i++)
2546 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2548 if (PANEL_DEACTIVATED(gpc->pos))
2551 if (gpc->value == gpc->last_value &&
2552 gpc->frame == gpc->last_frame)
2555 redraw_panel = TRUE;
2561 // copy default game door content to main double buffer
2563 // !!! CHECK AGAIN !!!
2564 SetPanelBackground();
2565 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2566 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2568 // redraw game control buttons
2569 RedrawGameButtons();
2571 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2573 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2575 int nr = game_panel_order[i].nr;
2576 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2577 struct TextPosInfo *pos = gpc->pos;
2578 int type = gpc->type;
2579 int value = gpc->value;
2580 int frame = gpc->frame;
2581 int size = pos->size;
2582 int font = pos->font;
2583 boolean draw_masked = pos->draw_masked;
2584 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2586 if (PANEL_DEACTIVATED(pos))
2589 gpc->last_value = value;
2590 gpc->last_frame = frame;
2592 if (type == TYPE_INTEGER)
2594 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2595 nr == GAME_PANEL_TIME)
2597 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2599 if (use_dynamic_size) // use dynamic number of digits
2601 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2602 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2603 int size2 = size1 + 1;
2604 int font1 = pos->font;
2605 int font2 = pos->font_alt;
2607 size = (value < value_change ? size1 : size2);
2608 font = (value < value_change ? font1 : font2);
2612 // correct text size if "digits" is zero or less
2614 size = strlen(int2str(value, size));
2616 // dynamically correct text alignment
2617 pos->width = size * getFontWidth(font);
2619 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2620 int2str(value, size), font, mask_mode);
2622 else if (type == TYPE_ELEMENT)
2624 int element, graphic;
2628 int dst_x = PANEL_XPOS(pos);
2629 int dst_y = PANEL_YPOS(pos);
2631 if (value != EL_UNDEFINED && value != EL_EMPTY)
2634 graphic = el2panelimg(value);
2636 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2638 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2641 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2644 width = graphic_info[graphic].width * size / TILESIZE;
2645 height = graphic_info[graphic].height * size / TILESIZE;
2648 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2651 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2655 else if (type == TYPE_GRAPHIC)
2657 int graphic = gpc->graphic;
2658 int graphic_active = gpc->graphic_active;
2662 int dst_x = PANEL_XPOS(pos);
2663 int dst_y = PANEL_YPOS(pos);
2664 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2665 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2667 if (graphic != IMG_UNDEFINED && !skip)
2669 if (pos->style == STYLE_REVERSE)
2670 value = 100 - value;
2672 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2674 if (pos->direction & MV_HORIZONTAL)
2676 width = graphic_info[graphic_active].width * value / 100;
2677 height = graphic_info[graphic_active].height;
2679 if (pos->direction == MV_LEFT)
2681 src_x += graphic_info[graphic_active].width - width;
2682 dst_x += graphic_info[graphic_active].width - width;
2687 width = graphic_info[graphic_active].width;
2688 height = graphic_info[graphic_active].height * value / 100;
2690 if (pos->direction == MV_UP)
2692 src_y += graphic_info[graphic_active].height - height;
2693 dst_y += graphic_info[graphic_active].height - height;
2698 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2701 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2704 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2706 if (pos->direction & MV_HORIZONTAL)
2708 if (pos->direction == MV_RIGHT)
2715 dst_x = PANEL_XPOS(pos);
2718 width = graphic_info[graphic].width - width;
2722 if (pos->direction == MV_DOWN)
2729 dst_y = PANEL_YPOS(pos);
2732 height = graphic_info[graphic].height - height;
2736 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2739 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2743 else if (type == TYPE_STRING)
2745 boolean active = (value != 0);
2746 char *state_normal = "off";
2747 char *state_active = "on";
2748 char *state = (active ? state_active : state_normal);
2749 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2750 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2751 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2752 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2754 if (nr == GAME_PANEL_GRAVITY_STATE)
2756 int font1 = pos->font; // (used for normal state)
2757 int font2 = pos->font_alt; // (used for active state)
2759 font = (active ? font2 : font1);
2768 // don't truncate output if "chars" is zero or less
2771 // dynamically correct text alignment
2772 pos->width = size * getFontWidth(font);
2775 s_cut = getStringCopyN(s, size);
2777 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2778 s_cut, font, mask_mode);
2784 redraw_mask |= REDRAW_DOOR_1;
2787 SetGameStatus(GAME_MODE_PLAYING);
2790 void UpdateAndDisplayGameControlValues(void)
2792 if (tape.deactivate_display)
2795 UpdateGameControlValues();
2796 DisplayGameControlValues();
2800 static void UpdateGameDoorValues(void)
2802 UpdateGameControlValues();
2806 void DrawGameDoorValues(void)
2808 DisplayGameControlValues();
2812 // ============================================================================
2814 // ----------------------------------------------------------------------------
2815 // initialize game engine due to level / tape version number
2816 // ============================================================================
2818 static void InitGameEngine(void)
2820 int i, j, k, l, x, y;
2822 // set game engine from tape file when re-playing, else from level file
2823 game.engine_version = (tape.playing ? tape.engine_version :
2824 level.game_version);
2826 // set single or multi-player game mode (needed for re-playing tapes)
2827 game.team_mode = setup.team_mode;
2831 int num_players = 0;
2833 for (i = 0; i < MAX_PLAYERS; i++)
2834 if (tape.player_participates[i])
2837 // multi-player tapes contain input data for more than one player
2838 game.team_mode = (num_players > 1);
2841 // --------------------------------------------------------------------------
2842 // set flags for bugs and changes according to active game engine version
2843 // --------------------------------------------------------------------------
2846 Summary of bugfix/change:
2847 Fixed handling for custom elements that change when pushed by the player.
2849 Fixed/changed in version:
2853 Before 3.1.0, custom elements that "change when pushing" changed directly
2854 after the player started pushing them (until then handled in "DigField()").
2855 Since 3.1.0, these custom elements are not changed until the "pushing"
2856 move of the element is finished (now handled in "ContinueMoving()").
2858 Affected levels/tapes:
2859 The first condition is generally needed for all levels/tapes before version
2860 3.1.0, which might use the old behaviour before it was changed; known tapes
2861 that are affected are some tapes from the level set "Walpurgis Gardens" by
2863 The second condition is an exception from the above case and is needed for
2864 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2865 above (including some development versions of 3.1.0), but before it was
2866 known that this change would break tapes like the above and was fixed in
2867 3.1.1, so that the changed behaviour was active although the engine version
2868 while recording maybe was before 3.1.0. There is at least one tape that is
2869 affected by this exception, which is the tape for the one-level set "Bug
2870 Machine" by Juergen Bonhagen.
2873 game.use_change_when_pushing_bug =
2874 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2876 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2877 tape.game_version < VERSION_IDENT(3,1,1,0)));
2880 Summary of bugfix/change:
2881 Fixed handling for blocking the field the player leaves when moving.
2883 Fixed/changed in version:
2887 Before 3.1.1, when "block last field when moving" was enabled, the field
2888 the player is leaving when moving was blocked for the time of the move,
2889 and was directly unblocked afterwards. This resulted in the last field
2890 being blocked for exactly one less than the number of frames of one player
2891 move. Additionally, even when blocking was disabled, the last field was
2892 blocked for exactly one frame.
2893 Since 3.1.1, due to changes in player movement handling, the last field
2894 is not blocked at all when blocking is disabled. When blocking is enabled,
2895 the last field is blocked for exactly the number of frames of one player
2896 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2897 last field is blocked for exactly one more than the number of frames of
2900 Affected levels/tapes:
2901 (!!! yet to be determined -- probably many !!!)
2904 game.use_block_last_field_bug =
2905 (game.engine_version < VERSION_IDENT(3,1,1,0));
2907 game_em.use_single_button =
2908 (game.engine_version > VERSION_IDENT(4,0,0,2));
2910 game_em.use_snap_key_bug =
2911 (game.engine_version < VERSION_IDENT(4,0,1,0));
2913 // --------------------------------------------------------------------------
2915 // set maximal allowed number of custom element changes per game frame
2916 game.max_num_changes_per_frame = 1;
2918 // default scan direction: scan playfield from top/left to bottom/right
2919 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2921 // dynamically adjust element properties according to game engine version
2922 InitElementPropertiesEngine(game.engine_version);
2925 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2926 printf(" tape version == %06d [%s] [file: %06d]\n",
2927 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2929 printf(" => game.engine_version == %06d\n", game.engine_version);
2932 // ---------- initialize player's initial move delay ------------------------
2934 // dynamically adjust player properties according to level information
2935 for (i = 0; i < MAX_PLAYERS; i++)
2936 game.initial_move_delay_value[i] =
2937 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2939 // dynamically adjust player properties according to game engine version
2940 for (i = 0; i < MAX_PLAYERS; i++)
2941 game.initial_move_delay[i] =
2942 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2943 game.initial_move_delay_value[i] : 0);
2945 // ---------- initialize player's initial push delay ------------------------
2947 // dynamically adjust player properties according to game engine version
2948 game.initial_push_delay_value =
2949 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2951 // ---------- initialize changing elements ----------------------------------
2953 // initialize changing elements information
2954 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2956 struct ElementInfo *ei = &element_info[i];
2958 // this pointer might have been changed in the level editor
2959 ei->change = &ei->change_page[0];
2961 if (!IS_CUSTOM_ELEMENT(i))
2963 ei->change->target_element = EL_EMPTY_SPACE;
2964 ei->change->delay_fixed = 0;
2965 ei->change->delay_random = 0;
2966 ei->change->delay_frames = 1;
2969 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2971 ei->has_change_event[j] = FALSE;
2973 ei->event_page_nr[j] = 0;
2974 ei->event_page[j] = &ei->change_page[0];
2978 // add changing elements from pre-defined list
2979 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2981 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2982 struct ElementInfo *ei = &element_info[ch_delay->element];
2984 ei->change->target_element = ch_delay->target_element;
2985 ei->change->delay_fixed = ch_delay->change_delay;
2987 ei->change->pre_change_function = ch_delay->pre_change_function;
2988 ei->change->change_function = ch_delay->change_function;
2989 ei->change->post_change_function = ch_delay->post_change_function;
2991 ei->change->can_change = TRUE;
2992 ei->change->can_change_or_has_action = TRUE;
2994 ei->has_change_event[CE_DELAY] = TRUE;
2996 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2997 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3000 // ---------- initialize internal run-time variables ------------------------
3002 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3004 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3006 for (j = 0; j < ei->num_change_pages; j++)
3008 ei->change_page[j].can_change_or_has_action =
3009 (ei->change_page[j].can_change |
3010 ei->change_page[j].has_action);
3014 // add change events from custom element configuration
3015 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3017 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3019 for (j = 0; j < ei->num_change_pages; j++)
3021 if (!ei->change_page[j].can_change_or_has_action)
3024 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3026 // only add event page for the first page found with this event
3027 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3029 ei->has_change_event[k] = TRUE;
3031 ei->event_page_nr[k] = j;
3032 ei->event_page[k] = &ei->change_page[j];
3038 // ---------- initialize reference elements in change conditions ------------
3040 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3042 int element = EL_CUSTOM_START + i;
3043 struct ElementInfo *ei = &element_info[element];
3045 for (j = 0; j < ei->num_change_pages; j++)
3047 int trigger_element = ei->change_page[j].initial_trigger_element;
3049 if (trigger_element >= EL_PREV_CE_8 &&
3050 trigger_element <= EL_NEXT_CE_8)
3051 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3053 ei->change_page[j].trigger_element = trigger_element;
3057 // ---------- initialize run-time trigger player and element ----------------
3059 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3061 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3063 for (j = 0; j < ei->num_change_pages; j++)
3065 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3066 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3067 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3068 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3069 ei->change_page[j].actual_trigger_ce_value = 0;
3070 ei->change_page[j].actual_trigger_ce_score = 0;
3074 // ---------- initialize trigger events -------------------------------------
3076 // initialize trigger events information
3077 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3078 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3079 trigger_events[i][j] = FALSE;
3081 // add trigger events from element change event properties
3082 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3084 struct ElementInfo *ei = &element_info[i];
3086 for (j = 0; j < ei->num_change_pages; j++)
3088 if (!ei->change_page[j].can_change_or_has_action)
3091 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3093 int trigger_element = ei->change_page[j].trigger_element;
3095 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3097 if (ei->change_page[j].has_event[k])
3099 if (IS_GROUP_ELEMENT(trigger_element))
3101 struct ElementGroupInfo *group =
3102 element_info[trigger_element].group;
3104 for (l = 0; l < group->num_elements_resolved; l++)
3105 trigger_events[group->element_resolved[l]][k] = TRUE;
3107 else if (trigger_element == EL_ANY_ELEMENT)
3108 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3109 trigger_events[l][k] = TRUE;
3111 trigger_events[trigger_element][k] = TRUE;
3118 // ---------- initialize push delay -----------------------------------------
3120 // initialize push delay values to default
3121 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3123 if (!IS_CUSTOM_ELEMENT(i))
3125 // set default push delay values (corrected since version 3.0.7-1)
3126 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3128 element_info[i].push_delay_fixed = 2;
3129 element_info[i].push_delay_random = 8;
3133 element_info[i].push_delay_fixed = 8;
3134 element_info[i].push_delay_random = 8;
3139 // set push delay value for certain elements from pre-defined list
3140 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3142 int e = push_delay_list[i].element;
3144 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3145 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3148 // set push delay value for Supaplex elements for newer engine versions
3149 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3151 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3153 if (IS_SP_ELEMENT(i))
3155 // set SP push delay to just enough to push under a falling zonk
3156 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3158 element_info[i].push_delay_fixed = delay;
3159 element_info[i].push_delay_random = 0;
3164 // ---------- initialize move stepsize --------------------------------------
3166 // initialize move stepsize values to default
3167 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3168 if (!IS_CUSTOM_ELEMENT(i))
3169 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3171 // set move stepsize value for certain elements from pre-defined list
3172 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3174 int e = move_stepsize_list[i].element;
3176 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3179 // ---------- initialize collect score --------------------------------------
3181 // initialize collect score values for custom elements from initial value
3182 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3183 if (IS_CUSTOM_ELEMENT(i))
3184 element_info[i].collect_score = element_info[i].collect_score_initial;
3186 // ---------- initialize collect count --------------------------------------
3188 // initialize collect count values for non-custom elements
3189 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3190 if (!IS_CUSTOM_ELEMENT(i))
3191 element_info[i].collect_count_initial = 0;
3193 // add collect count values for all elements from pre-defined list
3194 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3195 element_info[collect_count_list[i].element].collect_count_initial =
3196 collect_count_list[i].count;
3198 // ---------- initialize access direction -----------------------------------
3200 // initialize access direction values to default (access from every side)
3201 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3202 if (!IS_CUSTOM_ELEMENT(i))
3203 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3205 // set access direction value for certain elements from pre-defined list
3206 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3207 element_info[access_direction_list[i].element].access_direction =
3208 access_direction_list[i].direction;
3210 // ---------- initialize explosion content ----------------------------------
3211 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3213 if (IS_CUSTOM_ELEMENT(i))
3216 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3218 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3220 element_info[i].content.e[x][y] =
3221 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3222 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3223 i == EL_PLAYER_3 ? EL_EMERALD :
3224 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3225 i == EL_MOLE ? EL_EMERALD_RED :
3226 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3227 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3228 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3229 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3230 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3231 i == EL_WALL_EMERALD ? EL_EMERALD :
3232 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3233 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3234 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3235 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3236 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3237 i == EL_WALL_PEARL ? EL_PEARL :
3238 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3243 // ---------- initialize recursion detection --------------------------------
3244 recursion_loop_depth = 0;
3245 recursion_loop_detected = FALSE;
3246 recursion_loop_element = EL_UNDEFINED;
3248 // ---------- initialize graphics engine ------------------------------------
3249 game.scroll_delay_value =
3250 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3251 setup.scroll_delay ? setup.scroll_delay_value : 0);
3252 game.scroll_delay_value =
3253 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3255 // ---------- initialize game engine snapshots ------------------------------
3256 for (i = 0; i < MAX_PLAYERS; i++)
3257 game.snapshot.last_action[i] = 0;
3258 game.snapshot.changed_action = FALSE;
3259 game.snapshot.collected_item = FALSE;
3260 game.snapshot.mode =
3261 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3262 SNAPSHOT_MODE_EVERY_STEP :
3263 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3264 SNAPSHOT_MODE_EVERY_MOVE :
3265 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3266 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3267 game.snapshot.save_snapshot = FALSE;
3269 // ---------- initialize level time for Supaplex engine ---------------------
3270 // Supaplex levels with time limit currently unsupported -- should be added
3271 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3275 static int get_num_special_action(int element, int action_first,
3278 int num_special_action = 0;
3281 for (i = action_first; i <= action_last; i++)
3283 boolean found = FALSE;
3285 for (j = 0; j < NUM_DIRECTIONS; j++)
3286 if (el_act_dir2img(element, i, j) !=
3287 el_act_dir2img(element, ACTION_DEFAULT, j))
3291 num_special_action++;
3296 return num_special_action;
3300 // ============================================================================
3302 // ----------------------------------------------------------------------------
3303 // initialize and start new game
3304 // ============================================================================
3306 #if DEBUG_INIT_PLAYER
3307 static void DebugPrintPlayerStatus(char *message)
3314 printf("%s:\n", message);
3316 for (i = 0; i < MAX_PLAYERS; i++)
3318 struct PlayerInfo *player = &stored_player[i];
3320 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3324 player->connected_locally,
3325 player->connected_network,
3328 if (local_player == player)
3329 printf(" (local player)");
3338 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3339 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3340 int fade_mask = REDRAW_FIELD;
3342 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3343 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3344 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3345 int initial_move_dir = MV_DOWN;
3348 // required here to update video display before fading (FIX THIS)
3349 DrawMaskedBorder(REDRAW_DOOR_2);
3351 if (!game.restart_level)
3352 CloseDoor(DOOR_CLOSE_1);
3354 SetGameStatus(GAME_MODE_PLAYING);
3356 if (level_editor_test_game)
3357 FadeSkipNextFadeIn();
3359 FadeSetEnterScreen();
3361 if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3362 fade_mask = REDRAW_ALL;
3364 FadeLevelSoundsAndMusic();
3366 ExpireSoundLoops(TRUE);
3370 // needed if different viewport properties defined for playing
3371 ChangeViewportPropertiesIfNeeded();
3375 DrawCompleteVideoDisplay();
3377 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3380 InitGameControlValues();
3382 // don't play tapes over network
3383 network_playing = (network.enabled && !tape.playing);
3385 for (i = 0; i < MAX_PLAYERS; i++)
3387 struct PlayerInfo *player = &stored_player[i];
3389 player->index_nr = i;
3390 player->index_bit = (1 << i);
3391 player->element_nr = EL_PLAYER_1 + i;
3393 player->present = FALSE;
3394 player->active = FALSE;
3395 player->mapped = FALSE;
3397 player->killed = FALSE;
3398 player->reanimated = FALSE;
3399 player->buried = FALSE;
3402 player->effective_action = 0;
3403 player->programmed_action = 0;
3405 player->mouse_action.lx = 0;
3406 player->mouse_action.ly = 0;
3407 player->mouse_action.button = 0;
3408 player->mouse_action.button_hint = 0;
3410 player->effective_mouse_action.lx = 0;
3411 player->effective_mouse_action.ly = 0;
3412 player->effective_mouse_action.button = 0;
3413 player->effective_mouse_action.button_hint = 0;
3415 for (j = 0; j < MAX_NUM_KEYS; j++)
3416 player->key[j] = FALSE;
3418 player->num_white_keys = 0;
3420 player->dynabomb_count = 0;
3421 player->dynabomb_size = 1;
3422 player->dynabombs_left = 0;
3423 player->dynabomb_xl = FALSE;
3425 player->MovDir = initial_move_dir;
3428 player->GfxDir = initial_move_dir;
3429 player->GfxAction = ACTION_DEFAULT;
3431 player->StepFrame = 0;
3433 player->initial_element = player->element_nr;
3434 player->artwork_element =
3435 (level.use_artwork_element[i] ? level.artwork_element[i] :
3436 player->element_nr);
3437 player->use_murphy = FALSE;
3439 player->block_last_field = FALSE; // initialized in InitPlayerField()
3440 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3442 player->gravity = level.initial_player_gravity[i];
3444 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3446 player->actual_frame_counter = 0;
3448 player->step_counter = 0;
3450 player->last_move_dir = initial_move_dir;
3452 player->is_active = FALSE;
3454 player->is_waiting = FALSE;
3455 player->is_moving = FALSE;
3456 player->is_auto_moving = FALSE;
3457 player->is_digging = FALSE;
3458 player->is_snapping = FALSE;
3459 player->is_collecting = FALSE;
3460 player->is_pushing = FALSE;
3461 player->is_switching = FALSE;
3462 player->is_dropping = FALSE;
3463 player->is_dropping_pressed = FALSE;
3465 player->is_bored = FALSE;
3466 player->is_sleeping = FALSE;
3468 player->was_waiting = TRUE;
3469 player->was_moving = FALSE;
3470 player->was_snapping = FALSE;
3471 player->was_dropping = FALSE;
3473 player->force_dropping = FALSE;
3475 player->frame_counter_bored = -1;
3476 player->frame_counter_sleeping = -1;
3478 player->anim_delay_counter = 0;
3479 player->post_delay_counter = 0;
3481 player->dir_waiting = initial_move_dir;
3482 player->action_waiting = ACTION_DEFAULT;
3483 player->last_action_waiting = ACTION_DEFAULT;
3484 player->special_action_bored = ACTION_DEFAULT;
3485 player->special_action_sleeping = ACTION_DEFAULT;
3487 player->switch_x = -1;
3488 player->switch_y = -1;
3490 player->drop_x = -1;
3491 player->drop_y = -1;
3493 player->show_envelope = 0;
3495 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3497 player->push_delay = -1; // initialized when pushing starts
3498 player->push_delay_value = game.initial_push_delay_value;
3500 player->drop_delay = 0;
3501 player->drop_pressed_delay = 0;
3503 player->last_jx = -1;
3504 player->last_jy = -1;
3508 player->shield_normal_time_left = 0;
3509 player->shield_deadly_time_left = 0;
3511 player->inventory_infinite_element = EL_UNDEFINED;
3512 player->inventory_size = 0;
3514 if (level.use_initial_inventory[i])
3516 for (j = 0; j < level.initial_inventory_size[i]; j++)
3518 int element = level.initial_inventory_content[i][j];
3519 int collect_count = element_info[element].collect_count_initial;
3522 if (!IS_CUSTOM_ELEMENT(element))
3525 if (collect_count == 0)
3526 player->inventory_infinite_element = element;
3528 for (k = 0; k < collect_count; k++)
3529 if (player->inventory_size < MAX_INVENTORY_SIZE)
3530 player->inventory_element[player->inventory_size++] = element;
3534 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3535 SnapField(player, 0, 0);
3537 map_player_action[i] = i;
3540 network_player_action_received = FALSE;
3542 // initial null action
3543 if (network_playing)
3544 SendToServer_MovePlayer(MV_NONE);
3549 TimeLeft = level.time;
3552 ScreenMovDir = MV_NONE;
3556 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3558 game.robot_wheel_x = -1;
3559 game.robot_wheel_y = -1;
3564 game.all_players_gone = FALSE;
3566 game.LevelSolved = FALSE;
3567 game.GameOver = FALSE;
3569 game.LevelSolved_GameWon = FALSE;
3570 game.LevelSolved_GameEnd = FALSE;
3571 game.LevelSolved_SaveTape = FALSE;
3572 game.LevelSolved_SaveScore = FALSE;
3574 game.LevelSolved_CountingTime = 0;
3575 game.LevelSolved_CountingScore = 0;
3576 game.LevelSolved_CountingHealth = 0;
3578 game.panel.active = TRUE;
3580 game.no_time_limit = (level.time == 0);
3582 game.yamyam_content_nr = 0;
3583 game.robot_wheel_active = FALSE;
3584 game.magic_wall_active = FALSE;
3585 game.magic_wall_time_left = 0;
3586 game.light_time_left = 0;
3587 game.timegate_time_left = 0;
3588 game.switchgate_pos = 0;
3589 game.wind_direction = level.wind_direction_initial;
3592 game.score_final = 0;
3594 game.health = MAX_HEALTH;
3595 game.health_final = MAX_HEALTH;
3597 game.gems_still_needed = level.gems_needed;
3598 game.sokoban_fields_still_needed = 0;
3599 game.sokoban_objects_still_needed = 0;
3600 game.lights_still_needed = 0;
3601 game.players_still_needed = 0;
3602 game.friends_still_needed = 0;
3604 game.lenses_time_left = 0;
3605 game.magnify_time_left = 0;
3607 game.ball_state = level.ball_state_initial;
3608 game.ball_content_nr = 0;
3610 game.explosions_delayed = TRUE;
3612 game.envelope_active = FALSE;
3614 for (i = 0; i < NUM_BELTS; i++)
3616 game.belt_dir[i] = MV_NONE;
3617 game.belt_dir_nr[i] = 3; // not moving, next moving left
3620 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3621 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3623 #if DEBUG_INIT_PLAYER
3624 DebugPrintPlayerStatus("Player status at level initialization");
3627 SCAN_PLAYFIELD(x, y)
3629 Feld[x][y] = Last[x][y] = level.field[x][y];
3630 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3631 ChangeDelay[x][y] = 0;
3632 ChangePage[x][y] = -1;
3633 CustomValue[x][y] = 0; // initialized in InitField()
3634 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3636 WasJustMoving[x][y] = 0;
3637 WasJustFalling[x][y] = 0;
3638 CheckCollision[x][y] = 0;
3639 CheckImpact[x][y] = 0;
3641 Pushed[x][y] = FALSE;
3643 ChangeCount[x][y] = 0;
3644 ChangeEvent[x][y] = -1;
3646 ExplodePhase[x][y] = 0;
3647 ExplodeDelay[x][y] = 0;
3648 ExplodeField[x][y] = EX_TYPE_NONE;
3650 RunnerVisit[x][y] = 0;
3651 PlayerVisit[x][y] = 0;
3654 GfxRandom[x][y] = INIT_GFX_RANDOM();
3655 GfxElement[x][y] = EL_UNDEFINED;
3656 GfxAction[x][y] = ACTION_DEFAULT;
3657 GfxDir[x][y] = MV_NONE;
3658 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3661 SCAN_PLAYFIELD(x, y)
3663 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3665 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3667 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3670 InitField(x, y, TRUE);
3672 ResetGfxAnimation(x, y);
3677 for (i = 0; i < MAX_PLAYERS; i++)
3679 struct PlayerInfo *player = &stored_player[i];
3681 // set number of special actions for bored and sleeping animation
3682 player->num_special_action_bored =
3683 get_num_special_action(player->artwork_element,
3684 ACTION_BORING_1, ACTION_BORING_LAST);
3685 player->num_special_action_sleeping =
3686 get_num_special_action(player->artwork_element,
3687 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3690 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3691 emulate_sb ? EMU_SOKOBAN :
3692 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3694 // initialize type of slippery elements
3695 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3697 if (!IS_CUSTOM_ELEMENT(i))
3699 // default: elements slip down either to the left or right randomly
3700 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3702 // SP style elements prefer to slip down on the left side
3703 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3704 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3706 // BD style elements prefer to slip down on the left side
3707 if (game.emulation == EMU_BOULDERDASH)
3708 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3712 // initialize explosion and ignition delay
3713 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3715 if (!IS_CUSTOM_ELEMENT(i))
3718 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3719 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3720 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3721 int last_phase = (num_phase + 1) * delay;
3722 int half_phase = (num_phase / 2) * delay;
3724 element_info[i].explosion_delay = last_phase - 1;
3725 element_info[i].ignition_delay = half_phase;
3727 if (i == EL_BLACK_ORB)
3728 element_info[i].ignition_delay = 1;
3732 // correct non-moving belts to start moving left
3733 for (i = 0; i < NUM_BELTS; i++)
3734 if (game.belt_dir[i] == MV_NONE)
3735 game.belt_dir_nr[i] = 3; // not moving, next moving left
3737 #if USE_NEW_PLAYER_ASSIGNMENTS
3738 for (i = 0; i < MAX_PLAYERS; i++)
3740 stored_player[i].connected = FALSE;
3742 // in network game mode, the local player might not be the first player
3743 if (stored_player[i].connected_locally)
3744 local_player = &stored_player[i];
3747 if (!network.enabled)
3748 local_player->connected = TRUE;
3752 for (i = 0; i < MAX_PLAYERS; i++)
3753 stored_player[i].connected = tape.player_participates[i];
3755 else if (network.enabled)
3757 // add team mode players connected over the network (needed for correct
3758 // assignment of player figures from level to locally playing players)
3760 for (i = 0; i < MAX_PLAYERS; i++)
3761 if (stored_player[i].connected_network)
3762 stored_player[i].connected = TRUE;
3764 else if (game.team_mode)
3766 // try to guess locally connected team mode players (needed for correct
3767 // assignment of player figures from level to locally playing players)
3769 for (i = 0; i < MAX_PLAYERS; i++)
3770 if (setup.input[i].use_joystick ||
3771 setup.input[i].key.left != KSYM_UNDEFINED)
3772 stored_player[i].connected = TRUE;
3775 #if DEBUG_INIT_PLAYER
3776 DebugPrintPlayerStatus("Player status after level initialization");
3779 #if DEBUG_INIT_PLAYER
3781 printf("Reassigning players ...\n");
3784 // check if any connected player was not found in playfield
3785 for (i = 0; i < MAX_PLAYERS; i++)
3787 struct PlayerInfo *player = &stored_player[i];
3789 if (player->connected && !player->present)
3791 struct PlayerInfo *field_player = NULL;
3793 #if DEBUG_INIT_PLAYER
3795 printf("- looking for field player for player %d ...\n", i + 1);
3798 // assign first free player found that is present in the playfield
3800 // first try: look for unmapped playfield player that is not connected
3801 for (j = 0; j < MAX_PLAYERS; j++)
3802 if (field_player == NULL &&
3803 stored_player[j].present &&
3804 !stored_player[j].mapped &&
3805 !stored_player[j].connected)
3806 field_player = &stored_player[j];
3808 // second try: look for *any* unmapped playfield player
3809 for (j = 0; j < MAX_PLAYERS; j++)
3810 if (field_player == NULL &&
3811 stored_player[j].present &&
3812 !stored_player[j].mapped)
3813 field_player = &stored_player[j];
3815 if (field_player != NULL)
3817 int jx = field_player->jx, jy = field_player->jy;
3819 #if DEBUG_INIT_PLAYER
3821 printf("- found player %d\n", field_player->index_nr + 1);
3824 player->present = FALSE;
3825 player->active = FALSE;
3827 field_player->present = TRUE;
3828 field_player->active = TRUE;
3831 player->initial_element = field_player->initial_element;
3832 player->artwork_element = field_player->artwork_element;
3834 player->block_last_field = field_player->block_last_field;
3835 player->block_delay_adjustment = field_player->block_delay_adjustment;
3838 StorePlayer[jx][jy] = field_player->element_nr;
3840 field_player->jx = field_player->last_jx = jx;
3841 field_player->jy = field_player->last_jy = jy;
3843 if (local_player == player)
3844 local_player = field_player;
3846 map_player_action[field_player->index_nr] = i;
3848 field_player->mapped = TRUE;
3850 #if DEBUG_INIT_PLAYER
3852 printf("- map_player_action[%d] == %d\n",
3853 field_player->index_nr + 1, i + 1);
3858 if (player->connected && player->present)
3859 player->mapped = TRUE;
3862 #if DEBUG_INIT_PLAYER
3863 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3868 // check if any connected player was not found in playfield
3869 for (i = 0; i < MAX_PLAYERS; i++)
3871 struct PlayerInfo *player = &stored_player[i];
3873 if (player->connected && !player->present)
3875 for (j = 0; j < MAX_PLAYERS; j++)
3877 struct PlayerInfo *field_player = &stored_player[j];
3878 int jx = field_player->jx, jy = field_player->jy;
3880 // assign first free player found that is present in the playfield
3881 if (field_player->present && !field_player->connected)
3883 player->present = TRUE;
3884 player->active = TRUE;
3886 field_player->present = FALSE;
3887 field_player->active = FALSE;
3889 player->initial_element = field_player->initial_element;
3890 player->artwork_element = field_player->artwork_element;
3892 player->block_last_field = field_player->block_last_field;
3893 player->block_delay_adjustment = field_player->block_delay_adjustment;
3895 StorePlayer[jx][jy] = player->element_nr;
3897 player->jx = player->last_jx = jx;
3898 player->jy = player->last_jy = jy;
3908 printf("::: local_player->present == %d\n", local_player->present);
3911 // set focus to local player for network games, else to all players
3912 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3913 game.centered_player_nr_next = game.centered_player_nr;
3914 game.set_centered_player = FALSE;
3916 if (network_playing && tape.recording)
3918 // store client dependent player focus when recording network games
3919 tape.centered_player_nr_next = game.centered_player_nr_next;
3920 tape.set_centered_player = TRUE;
3925 // when playing a tape, eliminate all players who do not participate
3927 #if USE_NEW_PLAYER_ASSIGNMENTS
3929 if (!game.team_mode)
3931 for (i = 0; i < MAX_PLAYERS; i++)
3933 if (stored_player[i].active &&
3934 !tape.player_participates[map_player_action[i]])
3936 struct PlayerInfo *player = &stored_player[i];
3937 int jx = player->jx, jy = player->jy;
3939 #if DEBUG_INIT_PLAYER
3941 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3944 player->active = FALSE;
3945 StorePlayer[jx][jy] = 0;
3946 Feld[jx][jy] = EL_EMPTY;
3953 for (i = 0; i < MAX_PLAYERS; i++)
3955 if (stored_player[i].active &&
3956 !tape.player_participates[i])
3958 struct PlayerInfo *player = &stored_player[i];
3959 int jx = player->jx, jy = player->jy;
3961 player->active = FALSE;
3962 StorePlayer[jx][jy] = 0;
3963 Feld[jx][jy] = EL_EMPTY;
3968 else if (!network.enabled && !game.team_mode) // && !tape.playing
3970 // when in single player mode, eliminate all but the local player
3972 for (i = 0; i < MAX_PLAYERS; i++)
3974 struct PlayerInfo *player = &stored_player[i];
3976 if (player->active && player != local_player)
3978 int jx = player->jx, jy = player->jy;
3980 player->active = FALSE;
3981 player->present = FALSE;
3983 StorePlayer[jx][jy] = 0;
3984 Feld[jx][jy] = EL_EMPTY;
3989 for (i = 0; i < MAX_PLAYERS; i++)
3990 if (stored_player[i].active)
3991 game.players_still_needed++;
3993 if (level.solved_by_one_player)
3994 game.players_still_needed = 1;
3996 // when recording the game, store which players take part in the game
3999 #if USE_NEW_PLAYER_ASSIGNMENTS
4000 for (i = 0; i < MAX_PLAYERS; i++)
4001 if (stored_player[i].connected)
4002 tape.player_participates[i] = TRUE;
4004 for (i = 0; i < MAX_PLAYERS; i++)
4005 if (stored_player[i].active)
4006 tape.player_participates[i] = TRUE;
4010 #if DEBUG_INIT_PLAYER
4011 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4014 if (BorderElement == EL_EMPTY)
4017 SBX_Right = lev_fieldx - SCR_FIELDX;
4019 SBY_Lower = lev_fieldy - SCR_FIELDY;
4024 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4026 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4029 if (full_lev_fieldx <= SCR_FIELDX)
4030 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4031 if (full_lev_fieldy <= SCR_FIELDY)
4032 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4034 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4036 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4039 // if local player not found, look for custom element that might create
4040 // the player (make some assumptions about the right custom element)
4041 if (!local_player->present)
4043 int start_x = 0, start_y = 0;
4044 int found_rating = 0;
4045 int found_element = EL_UNDEFINED;
4046 int player_nr = local_player->index_nr;
4048 SCAN_PLAYFIELD(x, y)
4050 int element = Feld[x][y];
4055 if (level.use_start_element[player_nr] &&
4056 level.start_element[player_nr] == element &&
4063 found_element = element;
4066 if (!IS_CUSTOM_ELEMENT(element))
4069 if (CAN_CHANGE(element))
4071 for (i = 0; i < element_info[element].num_change_pages; i++)
4073 // check for player created from custom element as single target
4074 content = element_info[element].change_page[i].target_element;
4075 is_player = ELEM_IS_PLAYER(content);
4077 if (is_player && (found_rating < 3 ||
4078 (found_rating == 3 && element < found_element)))
4084 found_element = element;
4089 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4091 // check for player created from custom element as explosion content
4092 content = element_info[element].content.e[xx][yy];
4093 is_player = ELEM_IS_PLAYER(content);
4095 if (is_player && (found_rating < 2 ||
4096 (found_rating == 2 && element < found_element)))
4098 start_x = x + xx - 1;
4099 start_y = y + yy - 1;
4102 found_element = element;
4105 if (!CAN_CHANGE(element))
4108 for (i = 0; i < element_info[element].num_change_pages; i++)
4110 // check for player created from custom element as extended target
4112 element_info[element].change_page[i].target_content.e[xx][yy];
4114 is_player = ELEM_IS_PLAYER(content);
4116 if (is_player && (found_rating < 1 ||
4117 (found_rating == 1 && element < found_element)))
4119 start_x = x + xx - 1;
4120 start_y = y + yy - 1;
4123 found_element = element;
4129 scroll_x = SCROLL_POSITION_X(start_x);
4130 scroll_y = SCROLL_POSITION_Y(start_y);
4134 scroll_x = SCROLL_POSITION_X(local_player->jx);
4135 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4138 // !!! FIX THIS (START) !!!
4139 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4141 InitGameEngine_EM();
4143 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4145 InitGameEngine_SP();
4147 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4149 InitGameEngine_MM();
4153 DrawLevel(REDRAW_FIELD);
4156 // after drawing the level, correct some elements
4157 if (game.timegate_time_left == 0)
4158 CloseAllOpenTimegates();
4161 // blit playfield from scroll buffer to normal back buffer for fading in
4162 BlitScreenToBitmap(backbuffer);
4163 // !!! FIX THIS (END) !!!
4165 DrawMaskedBorder(fade_mask);
4170 // full screen redraw is required at this point in the following cases:
4171 // - special editor door undrawn when game was started from level editor
4172 // - drawing area (playfield) was changed and has to be removed completely
4173 redraw_mask = REDRAW_ALL;
4177 if (!game.restart_level)
4179 // copy default game door content to main double buffer
4181 // !!! CHECK AGAIN !!!
4182 SetPanelBackground();
4183 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4184 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4187 SetPanelBackground();
4188 SetDrawBackgroundMask(REDRAW_DOOR_1);
4190 UpdateAndDisplayGameControlValues();
4192 if (!game.restart_level)
4198 CreateGameButtons();
4203 // copy actual game door content to door double buffer for OpenDoor()
4204 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4206 OpenDoor(DOOR_OPEN_ALL);
4208 KeyboardAutoRepeatOffUnlessAutoplay();
4210 #if DEBUG_INIT_PLAYER
4211 DebugPrintPlayerStatus("Player status (final)");
4220 if (!game.restart_level && !tape.playing)
4222 LevelStats_incPlayed(level_nr);
4224 SaveLevelSetup_SeriesInfo();
4227 game.restart_level = FALSE;
4228 game.restart_game_message = NULL;
4229 game.request_active = FALSE;
4231 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4232 InitGameActions_MM();
4234 SaveEngineSnapshotToListInitial();
4236 if (!game.restart_level)
4238 PlaySound(SND_GAME_STARTING);
4240 if (setup.sound_music)
4245 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4246 int actual_player_x, int actual_player_y)
4248 // this is used for non-R'n'D game engines to update certain engine values
4250 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4252 actual_player_x = correctLevelPosX_EM(actual_player_x);
4253 actual_player_y = correctLevelPosY_EM(actual_player_y);
4256 // needed to determine if sounds are played within the visible screen area
4257 scroll_x = actual_scroll_x;
4258 scroll_y = actual_scroll_y;
4260 // needed to get player position for "follow finger" playing input method
4261 local_player->jx = actual_player_x;
4262 local_player->jy = actual_player_y;
4265 void InitMovDir(int x, int y)
4267 int i, element = Feld[x][y];
4268 static int xy[4][2] =
4275 static int direction[3][4] =
4277 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4278 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4279 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4288 Feld[x][y] = EL_BUG;
4289 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4292 case EL_SPACESHIP_RIGHT:
4293 case EL_SPACESHIP_UP:
4294 case EL_SPACESHIP_LEFT:
4295 case EL_SPACESHIP_DOWN:
4296 Feld[x][y] = EL_SPACESHIP;
4297 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4300 case EL_BD_BUTTERFLY_RIGHT:
4301 case EL_BD_BUTTERFLY_UP:
4302 case EL_BD_BUTTERFLY_LEFT:
4303 case EL_BD_BUTTERFLY_DOWN:
4304 Feld[x][y] = EL_BD_BUTTERFLY;
4305 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4308 case EL_BD_FIREFLY_RIGHT:
4309 case EL_BD_FIREFLY_UP:
4310 case EL_BD_FIREFLY_LEFT:
4311 case EL_BD_FIREFLY_DOWN:
4312 Feld[x][y] = EL_BD_FIREFLY;
4313 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4316 case EL_PACMAN_RIGHT:
4318 case EL_PACMAN_LEFT:
4319 case EL_PACMAN_DOWN:
4320 Feld[x][y] = EL_PACMAN;
4321 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4324 case EL_YAMYAM_LEFT:
4325 case EL_YAMYAM_RIGHT:
4327 case EL_YAMYAM_DOWN:
4328 Feld[x][y] = EL_YAMYAM;
4329 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4332 case EL_SP_SNIKSNAK:
4333 MovDir[x][y] = MV_UP;
4336 case EL_SP_ELECTRON:
4337 MovDir[x][y] = MV_LEFT;
4344 Feld[x][y] = EL_MOLE;
4345 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4349 if (IS_CUSTOM_ELEMENT(element))
4351 struct ElementInfo *ei = &element_info[element];
4352 int move_direction_initial = ei->move_direction_initial;
4353 int move_pattern = ei->move_pattern;
4355 if (move_direction_initial == MV_START_PREVIOUS)
4357 if (MovDir[x][y] != MV_NONE)
4360 move_direction_initial = MV_START_AUTOMATIC;
4363 if (move_direction_initial == MV_START_RANDOM)
4364 MovDir[x][y] = 1 << RND(4);
4365 else if (move_direction_initial & MV_ANY_DIRECTION)
4366 MovDir[x][y] = move_direction_initial;
4367 else if (move_pattern == MV_ALL_DIRECTIONS ||
4368 move_pattern == MV_TURNING_LEFT ||
4369 move_pattern == MV_TURNING_RIGHT ||
4370 move_pattern == MV_TURNING_LEFT_RIGHT ||
4371 move_pattern == MV_TURNING_RIGHT_LEFT ||
4372 move_pattern == MV_TURNING_RANDOM)
4373 MovDir[x][y] = 1 << RND(4);
4374 else if (move_pattern == MV_HORIZONTAL)
4375 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4376 else if (move_pattern == MV_VERTICAL)
4377 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4378 else if (move_pattern & MV_ANY_DIRECTION)
4379 MovDir[x][y] = element_info[element].move_pattern;
4380 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4381 move_pattern == MV_ALONG_RIGHT_SIDE)
4383 // use random direction as default start direction
4384 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4385 MovDir[x][y] = 1 << RND(4);
4387 for (i = 0; i < NUM_DIRECTIONS; i++)
4389 int x1 = x + xy[i][0];
4390 int y1 = y + xy[i][1];
4392 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4394 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4395 MovDir[x][y] = direction[0][i];
4397 MovDir[x][y] = direction[1][i];
4406 MovDir[x][y] = 1 << RND(4);
4408 if (element != EL_BUG &&
4409 element != EL_SPACESHIP &&
4410 element != EL_BD_BUTTERFLY &&
4411 element != EL_BD_FIREFLY)
4414 for (i = 0; i < NUM_DIRECTIONS; i++)
4416 int x1 = x + xy[i][0];
4417 int y1 = y + xy[i][1];
4419 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4421 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4423 MovDir[x][y] = direction[0][i];
4426 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4427 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4429 MovDir[x][y] = direction[1][i];
4438 GfxDir[x][y] = MovDir[x][y];
4441 void InitAmoebaNr(int x, int y)
4444 int group_nr = AmoebeNachbarNr(x, y);
4448 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4450 if (AmoebaCnt[i] == 0)
4458 AmoebaNr[x][y] = group_nr;
4459 AmoebaCnt[group_nr]++;
4460 AmoebaCnt2[group_nr]++;
4463 static void LevelSolved(void)
4465 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4466 game.players_still_needed > 0)
4469 game.LevelSolved = TRUE;
4470 game.GameOver = TRUE;
4472 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4473 level.native_em_level->lev->score :
4474 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4477 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4478 MM_HEALTH(game_mm.laser_overload_value) :
4481 game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4482 game.LevelSolved_CountingScore = game.score_final;
4483 game.LevelSolved_CountingHealth = game.health_final;
4488 static int time_count_steps;
4489 static int time, time_final;
4490 static int score, score_final;
4491 static int health, health_final;
4492 static int game_over_delay_1 = 0;
4493 static int game_over_delay_2 = 0;
4494 static int game_over_delay_3 = 0;
4495 int game_over_delay_value_1 = 50;
4496 int game_over_delay_value_2 = 25;
4497 int game_over_delay_value_3 = 50;
4499 if (!game.LevelSolved_GameWon)
4503 // do not start end game actions before the player stops moving (to exit)
4504 if (local_player->MovPos)
4507 game.LevelSolved_GameWon = TRUE;
4508 game.LevelSolved_SaveTape = tape.recording;
4509 game.LevelSolved_SaveScore = !tape.playing;
4513 LevelStats_incSolved(level_nr);
4515 SaveLevelSetup_SeriesInfo();
4518 if (tape.auto_play) // tape might already be stopped here
4519 tape.auto_play_level_solved = TRUE;
4523 game_over_delay_1 = 0;
4524 game_over_delay_2 = 0;
4525 game_over_delay_3 = game_over_delay_value_3;
4527 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4528 score = score_final = game.score_final;
4529 health = health_final = game.health_final;
4531 if (level.score[SC_TIME_BONUS] > 0)
4536 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4538 else if (game.no_time_limit && TimePlayed < 999)
4541 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4544 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4546 game_over_delay_1 = game_over_delay_value_1;
4548 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4551 score_final += health * level.score[SC_TIME_BONUS];
4553 game_over_delay_2 = game_over_delay_value_2;
4556 game.score_final = score_final;
4557 game.health_final = health_final;
4560 if (level_editor_test_game)
4563 score = score_final;
4565 game.LevelSolved_CountingTime = time;
4566 game.LevelSolved_CountingScore = score;
4568 game_panel_controls[GAME_PANEL_TIME].value = time;
4569 game_panel_controls[GAME_PANEL_SCORE].value = score;
4571 DisplayGameControlValues();
4574 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4576 // check if last player has left the level
4577 if (game.exit_x >= 0 &&
4580 int x = game.exit_x;
4581 int y = game.exit_y;
4582 int element = Feld[x][y];
4584 // close exit door after last player
4585 if ((game.all_players_gone &&
4586 (element == EL_EXIT_OPEN ||
4587 element == EL_SP_EXIT_OPEN ||
4588 element == EL_STEEL_EXIT_OPEN)) ||
4589 element == EL_EM_EXIT_OPEN ||
4590 element == EL_EM_STEEL_EXIT_OPEN)
4594 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4595 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4596 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4597 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4598 EL_EM_STEEL_EXIT_CLOSING);
4600 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4603 // player disappears
4604 DrawLevelField(x, y);
4607 for (i = 0; i < MAX_PLAYERS; i++)
4609 struct PlayerInfo *player = &stored_player[i];
4611 if (player->present)
4613 RemovePlayer(player);
4615 // player disappears
4616 DrawLevelField(player->jx, player->jy);
4621 PlaySound(SND_GAME_WINNING);
4624 if (game_over_delay_1 > 0)
4626 game_over_delay_1--;
4631 if (time != time_final)
4633 int time_to_go = ABS(time_final - time);
4634 int time_count_dir = (time < time_final ? +1 : -1);
4636 if (time_to_go < time_count_steps)
4637 time_count_steps = 1;
4639 time += time_count_steps * time_count_dir;
4640 score += time_count_steps * level.score[SC_TIME_BONUS];
4642 game.LevelSolved_CountingTime = time;
4643 game.LevelSolved_CountingScore = score;
4645 game_panel_controls[GAME_PANEL_TIME].value = time;
4646 game_panel_controls[GAME_PANEL_SCORE].value = score;
4648 DisplayGameControlValues();
4650 if (time == time_final)
4651 StopSound(SND_GAME_LEVELTIME_BONUS);
4652 else if (setup.sound_loops)
4653 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4655 PlaySound(SND_GAME_LEVELTIME_BONUS);
4660 if (game_over_delay_2 > 0)
4662 game_over_delay_2--;
4667 if (health != health_final)
4669 int health_count_dir = (health < health_final ? +1 : -1);
4671 health += health_count_dir;
4672 score += level.score[SC_TIME_BONUS];
4674 game.LevelSolved_CountingHealth = health;
4675 game.LevelSolved_CountingScore = score;
4677 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4678 game_panel_controls[GAME_PANEL_SCORE].value = score;
4680 DisplayGameControlValues();
4682 if (health == health_final)
4683 StopSound(SND_GAME_LEVELTIME_BONUS);
4684 else if (setup.sound_loops)
4685 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4687 PlaySound(SND_GAME_LEVELTIME_BONUS);
4692 game.panel.active = FALSE;
4694 if (game_over_delay_3 > 0)
4696 game_over_delay_3--;
4706 // used instead of "level_nr" (needed for network games)
4707 int last_level_nr = levelset.level_nr;
4710 game.LevelSolved_GameEnd = TRUE;
4712 if (game.LevelSolved_SaveTape)
4714 // make sure that request dialog to save tape does not open door again
4715 if (!global.use_envelope_request)
4716 CloseDoor(DOOR_CLOSE_1);
4718 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4721 // if no tape is to be saved, close both doors simultaneously
4722 CloseDoor(DOOR_CLOSE_ALL);
4724 if (level_editor_test_game)
4726 SetGameStatus(GAME_MODE_MAIN);
4733 if (!game.LevelSolved_SaveScore)
4735 SetGameStatus(GAME_MODE_MAIN);
4742 if (level_nr == leveldir_current->handicap_level)
4744 leveldir_current->handicap_level++;
4746 SaveLevelSetup_SeriesInfo();
4749 if (setup.increment_levels &&
4750 level_nr < leveldir_current->last_level &&
4753 level_nr++; // advance to next level
4754 TapeErase(); // start with empty tape
4756 if (setup.auto_play_next_level)
4758 LoadLevel(level_nr);
4760 SaveLevelSetup_SeriesInfo();
4764 hi_pos = NewHiScore(last_level_nr);
4766 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4768 SetGameStatus(GAME_MODE_SCORES);
4770 DrawHallOfFame(last_level_nr, hi_pos);
4772 else if (setup.auto_play_next_level && setup.increment_levels &&
4773 last_level_nr < leveldir_current->last_level &&
4776 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4780 SetGameStatus(GAME_MODE_MAIN);
4786 int NewHiScore(int level_nr)
4790 boolean one_score_entry_per_name = !program.many_scores_per_name;
4792 LoadScore(level_nr);
4794 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4795 game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4798 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4800 if (game.score_final > highscore[k].Score)
4802 // player has made it to the hall of fame
4804 if (k < MAX_SCORE_ENTRIES - 1)
4806 int m = MAX_SCORE_ENTRIES - 1;
4808 if (one_score_entry_per_name)
4810 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4811 if (strEqual(setup.player_name, highscore[l].Name))
4814 if (m == k) // player's new highscore overwrites his old one
4818 for (l = m; l > k; l--)
4820 strcpy(highscore[l].Name, highscore[l - 1].Name);
4821 highscore[l].Score = highscore[l - 1].Score;
4827 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4828 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4829 highscore[k].Score = game.score_final;
4834 else if (one_score_entry_per_name &&
4835 !strncmp(setup.player_name, highscore[k].Name,
4836 MAX_PLAYER_NAME_LEN))
4837 break; // player already there with a higher score
4841 SaveScore(level_nr);
4846 static int getElementMoveStepsizeExt(int x, int y, int direction)
4848 int element = Feld[x][y];
4849 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4850 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4851 int horiz_move = (dx != 0);
4852 int sign = (horiz_move ? dx : dy);
4853 int step = sign * element_info[element].move_stepsize;
4855 // special values for move stepsize for spring and things on conveyor belt
4858 if (CAN_FALL(element) &&
4859 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4860 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4861 else if (element == EL_SPRING)
4862 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4868 static int getElementMoveStepsize(int x, int y)
4870 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4873 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4875 if (player->GfxAction != action || player->GfxDir != dir)
4877 player->GfxAction = action;
4878 player->GfxDir = dir;
4880 player->StepFrame = 0;
4884 static void ResetGfxFrame(int x, int y)
4886 // profiling showed that "autotest" spends 10~20% of its time in this function
4887 if (DrawingDeactivatedField())
4890 int element = Feld[x][y];
4891 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4893 if (graphic_info[graphic].anim_global_sync)
4894 GfxFrame[x][y] = FrameCounter;
4895 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4896 GfxFrame[x][y] = CustomValue[x][y];
4897 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4898 GfxFrame[x][y] = element_info[element].collect_score;
4899 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4900 GfxFrame[x][y] = ChangeDelay[x][y];
4903 static void ResetGfxAnimation(int x, int y)
4905 GfxAction[x][y] = ACTION_DEFAULT;
4906 GfxDir[x][y] = MovDir[x][y];
4909 ResetGfxFrame(x, y);
4912 static void ResetRandomAnimationValue(int x, int y)
4914 GfxRandom[x][y] = INIT_GFX_RANDOM();
4917 static void InitMovingField(int x, int y, int direction)
4919 int element = Feld[x][y];
4920 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4921 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4924 boolean is_moving_before, is_moving_after;
4926 // check if element was/is moving or being moved before/after mode change
4927 is_moving_before = (WasJustMoving[x][y] != 0);
4928 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4930 // reset animation only for moving elements which change direction of moving
4931 // or which just started or stopped moving
4932 // (else CEs with property "can move" / "not moving" are reset each frame)
4933 if (is_moving_before != is_moving_after ||
4934 direction != MovDir[x][y])
4935 ResetGfxAnimation(x, y);
4937 MovDir[x][y] = direction;
4938 GfxDir[x][y] = direction;
4940 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4941 direction == MV_DOWN && CAN_FALL(element) ?
4942 ACTION_FALLING : ACTION_MOVING);
4944 // this is needed for CEs with property "can move" / "not moving"
4946 if (is_moving_after)
4948 if (Feld[newx][newy] == EL_EMPTY)
4949 Feld[newx][newy] = EL_BLOCKED;
4951 MovDir[newx][newy] = MovDir[x][y];
4953 CustomValue[newx][newy] = CustomValue[x][y];
4955 GfxFrame[newx][newy] = GfxFrame[x][y];
4956 GfxRandom[newx][newy] = GfxRandom[x][y];
4957 GfxAction[newx][newy] = GfxAction[x][y];
4958 GfxDir[newx][newy] = GfxDir[x][y];
4962 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4964 int direction = MovDir[x][y];
4965 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4966 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4972 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4974 int oldx = x, oldy = y;
4975 int direction = MovDir[x][y];
4977 if (direction == MV_LEFT)
4979 else if (direction == MV_RIGHT)
4981 else if (direction == MV_UP)
4983 else if (direction == MV_DOWN)
4986 *comes_from_x = oldx;
4987 *comes_from_y = oldy;
4990 static int MovingOrBlocked2Element(int x, int y)
4992 int element = Feld[x][y];
4994 if (element == EL_BLOCKED)
4998 Blocked2Moving(x, y, &oldx, &oldy);
4999 return Feld[oldx][oldy];
5005 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5007 // like MovingOrBlocked2Element(), but if element is moving
5008 // and (x,y) is the field the moving element is just leaving,
5009 // return EL_BLOCKED instead of the element value
5010 int element = Feld[x][y];
5012 if (IS_MOVING(x, y))
5014 if (element == EL_BLOCKED)
5018 Blocked2Moving(x, y, &oldx, &oldy);
5019 return Feld[oldx][oldy];
5028 static void RemoveField(int x, int y)
5030 Feld[x][y] = EL_EMPTY;
5036 CustomValue[x][y] = 0;
5039 ChangeDelay[x][y] = 0;
5040 ChangePage[x][y] = -1;
5041 Pushed[x][y] = FALSE;
5043 GfxElement[x][y] = EL_UNDEFINED;
5044 GfxAction[x][y] = ACTION_DEFAULT;
5045 GfxDir[x][y] = MV_NONE;
5048 static void RemoveMovingField(int x, int y)
5050 int oldx = x, oldy = y, newx = x, newy = y;
5051 int element = Feld[x][y];
5052 int next_element = EL_UNDEFINED;
5054 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5057 if (IS_MOVING(x, y))
5059 Moving2Blocked(x, y, &newx, &newy);
5061 if (Feld[newx][newy] != EL_BLOCKED)
5063 // element is moving, but target field is not free (blocked), but
5064 // already occupied by something different (example: acid pool);
5065 // in this case, only remove the moving field, but not the target
5067 RemoveField(oldx, oldy);
5069 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5071 TEST_DrawLevelField(oldx, oldy);
5076 else if (element == EL_BLOCKED)
5078 Blocked2Moving(x, y, &oldx, &oldy);
5079 if (!IS_MOVING(oldx, oldy))
5083 if (element == EL_BLOCKED &&
5084 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5085 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5086 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5087 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5088 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5089 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5090 next_element = get_next_element(Feld[oldx][oldy]);
5092 RemoveField(oldx, oldy);
5093 RemoveField(newx, newy);
5095 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5097 if (next_element != EL_UNDEFINED)
5098 Feld[oldx][oldy] = next_element;
5100 TEST_DrawLevelField(oldx, oldy);
5101 TEST_DrawLevelField(newx, newy);
5104 void DrawDynamite(int x, int y)
5106 int sx = SCREENX(x), sy = SCREENY(y);
5107 int graphic = el2img(Feld[x][y]);
5110 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5113 if (IS_WALKABLE_INSIDE(Back[x][y]))
5117 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5118 else if (Store[x][y])
5119 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5121 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5123 if (Back[x][y] || Store[x][y])
5124 DrawGraphicThruMask(sx, sy, graphic, frame);
5126 DrawGraphic(sx, sy, graphic, frame);
5129 static void CheckDynamite(int x, int y)
5131 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5135 if (MovDelay[x][y] != 0)
5138 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5144 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5149 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5151 boolean num_checked_players = 0;
5154 for (i = 0; i < MAX_PLAYERS; i++)
5156 if (stored_player[i].active)
5158 int sx = stored_player[i].jx;
5159 int sy = stored_player[i].jy;
5161 if (num_checked_players == 0)
5168 *sx1 = MIN(*sx1, sx);
5169 *sy1 = MIN(*sy1, sy);
5170 *sx2 = MAX(*sx2, sx);
5171 *sy2 = MAX(*sy2, sy);
5174 num_checked_players++;
5179 static boolean checkIfAllPlayersFitToScreen_RND(void)
5181 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5183 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5185 return (sx2 - sx1 < SCR_FIELDX &&
5186 sy2 - sy1 < SCR_FIELDY);
5189 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5191 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5193 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5195 *sx = (sx1 + sx2) / 2;
5196 *sy = (sy1 + sy2) / 2;
5199 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5200 boolean center_screen, boolean quick_relocation)
5202 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5203 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5204 boolean no_delay = (tape.warp_forward);
5205 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5206 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5207 int new_scroll_x, new_scroll_y;
5209 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5211 // case 1: quick relocation inside visible screen (without scrolling)
5218 if (!level.shifted_relocation || center_screen)
5220 // relocation _with_ centering of screen
5222 new_scroll_x = SCROLL_POSITION_X(x);
5223 new_scroll_y = SCROLL_POSITION_Y(y);
5227 // relocation _without_ centering of screen
5229 int center_scroll_x = SCROLL_POSITION_X(old_x);
5230 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5231 int offset_x = x + (scroll_x - center_scroll_x);
5232 int offset_y = y + (scroll_y - center_scroll_y);
5234 // for new screen position, apply previous offset to center position
5235 new_scroll_x = SCROLL_POSITION_X(offset_x);
5236 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5239 if (quick_relocation)
5241 // case 2: quick relocation (redraw without visible scrolling)
5243 scroll_x = new_scroll_x;
5244 scroll_y = new_scroll_y;
5251 // case 3: visible relocation (with scrolling to new position)
5253 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5255 SetVideoFrameDelay(wait_delay_value);
5257 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5260 int fx = FX, fy = FY;
5262 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5263 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5265 if (dx == 0 && dy == 0) // no scrolling needed at all
5271 fx += dx * TILEX / 2;
5272 fy += dy * TILEY / 2;
5274 ScrollLevel(dx, dy);
5277 // scroll in two steps of half tile size to make things smoother
5278 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5280 // scroll second step to align at full tile size
5281 BlitScreenToBitmap(window);
5287 SetVideoFrameDelay(frame_delay_value_old);
5290 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5292 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5293 int player_nr = GET_PLAYER_NR(el_player);
5294 struct PlayerInfo *player = &stored_player[player_nr];
5295 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5296 boolean no_delay = (tape.warp_forward);
5297 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5298 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5299 int old_jx = player->jx;
5300 int old_jy = player->jy;
5301 int old_element = Feld[old_jx][old_jy];
5302 int element = Feld[jx][jy];
5303 boolean player_relocated = (old_jx != jx || old_jy != jy);
5305 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5306 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5307 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5308 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5309 int leave_side_horiz = move_dir_horiz;
5310 int leave_side_vert = move_dir_vert;
5311 int enter_side = enter_side_horiz | enter_side_vert;
5312 int leave_side = leave_side_horiz | leave_side_vert;
5314 if (player->buried) // do not reanimate dead player
5317 if (!player_relocated) // no need to relocate the player
5320 if (IS_PLAYER(jx, jy)) // player already placed at new position
5322 RemoveField(jx, jy); // temporarily remove newly placed player
5323 DrawLevelField(jx, jy);
5326 if (player->present)
5328 while (player->MovPos)
5330 ScrollPlayer(player, SCROLL_GO_ON);
5331 ScrollScreen(NULL, SCROLL_GO_ON);
5333 AdvanceFrameAndPlayerCounters(player->index_nr);
5337 BackToFront_WithFrameDelay(wait_delay_value);
5340 DrawPlayer(player); // needed here only to cleanup last field
5341 DrawLevelField(player->jx, player->jy); // remove player graphic
5343 player->is_moving = FALSE;
5346 if (IS_CUSTOM_ELEMENT(old_element))
5347 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5349 player->index_bit, leave_side);
5351 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5353 player->index_bit, leave_side);
5355 Feld[jx][jy] = el_player;
5356 InitPlayerField(jx, jy, el_player, TRUE);
5358 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5359 possible that the relocation target field did not contain a player element,
5360 but a walkable element, to which the new player was relocated -- in this
5361 case, restore that (already initialized!) element on the player field */
5362 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5364 Feld[jx][jy] = element; // restore previously existing element
5367 // only visually relocate centered player
5368 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5369 FALSE, level.instant_relocation);
5371 TestIfPlayerTouchesBadThing(jx, jy);
5372 TestIfPlayerTouchesCustomElement(jx, jy);
5374 if (IS_CUSTOM_ELEMENT(element))
5375 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5376 player->index_bit, enter_side);
5378 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5379 player->index_bit, enter_side);
5381 if (player->is_switching)
5383 /* ensure that relocation while still switching an element does not cause
5384 a new element to be treated as also switched directly after relocation
5385 (this is important for teleporter switches that teleport the player to
5386 a place where another teleporter switch is in the same direction, which
5387 would then incorrectly be treated as immediately switched before the
5388 direction key that caused the switch was released) */
5390 player->switch_x += jx - old_jx;
5391 player->switch_y += jy - old_jy;
5395 static void Explode(int ex, int ey, int phase, int mode)
5401 // !!! eliminate this variable !!!
5402 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5404 if (game.explosions_delayed)
5406 ExplodeField[ex][ey] = mode;
5410 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5412 int center_element = Feld[ex][ey];
5413 int artwork_element, explosion_element; // set these values later
5415 // remove things displayed in background while burning dynamite
5416 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5419 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5421 // put moving element to center field (and let it explode there)
5422 center_element = MovingOrBlocked2Element(ex, ey);
5423 RemoveMovingField(ex, ey);
5424 Feld[ex][ey] = center_element;
5427 // now "center_element" is finally determined -- set related values now
5428 artwork_element = center_element; // for custom player artwork
5429 explosion_element = center_element; // for custom player artwork
5431 if (IS_PLAYER(ex, ey))
5433 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5435 artwork_element = stored_player[player_nr].artwork_element;
5437 if (level.use_explosion_element[player_nr])
5439 explosion_element = level.explosion_element[player_nr];
5440 artwork_element = explosion_element;
5444 if (mode == EX_TYPE_NORMAL ||
5445 mode == EX_TYPE_CENTER ||
5446 mode == EX_TYPE_CROSS)
5447 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5449 last_phase = element_info[explosion_element].explosion_delay + 1;
5451 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5453 int xx = x - ex + 1;
5454 int yy = y - ey + 1;
5457 if (!IN_LEV_FIELD(x, y) ||
5458 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5459 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5462 element = Feld[x][y];
5464 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5466 element = MovingOrBlocked2Element(x, y);
5468 if (!IS_EXPLOSION_PROOF(element))
5469 RemoveMovingField(x, y);
5472 // indestructible elements can only explode in center (but not flames)
5473 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5474 mode == EX_TYPE_BORDER)) ||
5475 element == EL_FLAMES)
5478 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5479 behaviour, for example when touching a yamyam that explodes to rocks
5480 with active deadly shield, a rock is created under the player !!! */
5481 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5483 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5484 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5485 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5487 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5490 if (IS_ACTIVE_BOMB(element))
5492 // re-activate things under the bomb like gate or penguin
5493 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5500 // save walkable background elements while explosion on same tile
5501 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5502 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5503 Back[x][y] = element;
5505 // ignite explodable elements reached by other explosion
5506 if (element == EL_EXPLOSION)
5507 element = Store2[x][y];
5509 if (AmoebaNr[x][y] &&
5510 (element == EL_AMOEBA_FULL ||
5511 element == EL_BD_AMOEBA ||
5512 element == EL_AMOEBA_GROWING))
5514 AmoebaCnt[AmoebaNr[x][y]]--;
5515 AmoebaCnt2[AmoebaNr[x][y]]--;
5520 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5522 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5524 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5526 if (PLAYERINFO(ex, ey)->use_murphy)
5527 Store[x][y] = EL_EMPTY;
5530 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5531 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5532 else if (ELEM_IS_PLAYER(center_element))
5533 Store[x][y] = EL_EMPTY;
5534 else if (center_element == EL_YAMYAM)
5535 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5536 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5537 Store[x][y] = element_info[center_element].content.e[xx][yy];
5539 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5540 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5541 // otherwise) -- FIX THIS !!!
5542 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5543 Store[x][y] = element_info[element].content.e[1][1];
5545 else if (!CAN_EXPLODE(element))
5546 Store[x][y] = element_info[element].content.e[1][1];
5549 Store[x][y] = EL_EMPTY;
5551 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5552 center_element == EL_AMOEBA_TO_DIAMOND)
5553 Store2[x][y] = element;
5555 Feld[x][y] = EL_EXPLOSION;
5556 GfxElement[x][y] = artwork_element;
5558 ExplodePhase[x][y] = 1;
5559 ExplodeDelay[x][y] = last_phase;
5564 if (center_element == EL_YAMYAM)
5565 game.yamyam_content_nr =
5566 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5578 GfxFrame[x][y] = 0; // restart explosion animation
5580 last_phase = ExplodeDelay[x][y];
5582 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5584 // this can happen if the player leaves an explosion just in time
5585 if (GfxElement[x][y] == EL_UNDEFINED)
5586 GfxElement[x][y] = EL_EMPTY;
5588 border_element = Store2[x][y];
5589 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5590 border_element = StorePlayer[x][y];
5592 if (phase == element_info[border_element].ignition_delay ||
5593 phase == last_phase)
5595 boolean border_explosion = FALSE;
5597 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5598 !PLAYER_EXPLOSION_PROTECTED(x, y))
5600 KillPlayerUnlessExplosionProtected(x, y);
5601 border_explosion = TRUE;
5603 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5605 Feld[x][y] = Store2[x][y];
5608 border_explosion = TRUE;
5610 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5612 AmoebeUmwandeln(x, y);
5614 border_explosion = TRUE;
5617 // if an element just explodes due to another explosion (chain-reaction),
5618 // do not immediately end the new explosion when it was the last frame of
5619 // the explosion (as it would be done in the following "if"-statement!)
5620 if (border_explosion && phase == last_phase)
5624 if (phase == last_phase)
5628 element = Feld[x][y] = Store[x][y];
5629 Store[x][y] = Store2[x][y] = 0;
5630 GfxElement[x][y] = EL_UNDEFINED;
5632 // player can escape from explosions and might therefore be still alive
5633 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5634 element <= EL_PLAYER_IS_EXPLODING_4)
5636 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5637 int explosion_element = EL_PLAYER_1 + player_nr;
5638 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5639 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5641 if (level.use_explosion_element[player_nr])
5642 explosion_element = level.explosion_element[player_nr];
5644 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5645 element_info[explosion_element].content.e[xx][yy]);
5648 // restore probably existing indestructible background element
5649 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5650 element = Feld[x][y] = Back[x][y];
5653 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5654 GfxDir[x][y] = MV_NONE;
5655 ChangeDelay[x][y] = 0;
5656 ChangePage[x][y] = -1;
5658 CustomValue[x][y] = 0;
5660 InitField_WithBug2(x, y, FALSE);
5662 TEST_DrawLevelField(x, y);
5664 TestIfElementTouchesCustomElement(x, y);
5666 if (GFX_CRUMBLED(element))
5667 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5669 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5670 StorePlayer[x][y] = 0;
5672 if (ELEM_IS_PLAYER(element))
5673 RelocatePlayer(x, y, element);
5675 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5677 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5678 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5681 TEST_DrawLevelFieldCrumbled(x, y);
5683 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5685 DrawLevelElement(x, y, Back[x][y]);
5686 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5688 else if (IS_WALKABLE_UNDER(Back[x][y]))
5690 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5691 DrawLevelElementThruMask(x, y, Back[x][y]);
5693 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5694 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5698 static void DynaExplode(int ex, int ey)
5701 int dynabomb_element = Feld[ex][ey];
5702 int dynabomb_size = 1;
5703 boolean dynabomb_xl = FALSE;
5704 struct PlayerInfo *player;
5705 static int xy[4][2] =
5713 if (IS_ACTIVE_BOMB(dynabomb_element))
5715 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5716 dynabomb_size = player->dynabomb_size;
5717 dynabomb_xl = player->dynabomb_xl;
5718 player->dynabombs_left++;
5721 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5723 for (i = 0; i < NUM_DIRECTIONS; i++)
5725 for (j = 1; j <= dynabomb_size; j++)
5727 int x = ex + j * xy[i][0];
5728 int y = ey + j * xy[i][1];
5731 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5734 element = Feld[x][y];
5736 // do not restart explosions of fields with active bombs
5737 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5740 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5742 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5743 !IS_DIGGABLE(element) && !dynabomb_xl)
5749 void Bang(int x, int y)
5751 int element = MovingOrBlocked2Element(x, y);
5752 int explosion_type = EX_TYPE_NORMAL;
5754 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5756 struct PlayerInfo *player = PLAYERINFO(x, y);
5758 element = Feld[x][y] = player->initial_element;
5760 if (level.use_explosion_element[player->index_nr])
5762 int explosion_element = level.explosion_element[player->index_nr];
5764 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5765 explosion_type = EX_TYPE_CROSS;
5766 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5767 explosion_type = EX_TYPE_CENTER;
5775 case EL_BD_BUTTERFLY:
5778 case EL_DARK_YAMYAM:
5782 RaiseScoreElement(element);
5785 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5786 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5787 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5788 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5789 case EL_DYNABOMB_INCREASE_NUMBER:
5790 case EL_DYNABOMB_INCREASE_SIZE:
5791 case EL_DYNABOMB_INCREASE_POWER:
5792 explosion_type = EX_TYPE_DYNA;
5795 case EL_DC_LANDMINE:
5796 explosion_type = EX_TYPE_CENTER;
5801 case EL_LAMP_ACTIVE:
5802 case EL_AMOEBA_TO_DIAMOND:
5803 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
5804 explosion_type = EX_TYPE_CENTER;
5808 if (element_info[element].explosion_type == EXPLODES_CROSS)
5809 explosion_type = EX_TYPE_CROSS;
5810 else if (element_info[element].explosion_type == EXPLODES_1X1)
5811 explosion_type = EX_TYPE_CENTER;
5815 if (explosion_type == EX_TYPE_DYNA)
5818 Explode(x, y, EX_PHASE_START, explosion_type);
5820 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5823 static void SplashAcid(int x, int y)
5825 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5826 (!IN_LEV_FIELD(x - 1, y - 2) ||
5827 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5828 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5830 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5831 (!IN_LEV_FIELD(x + 1, y - 2) ||
5832 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5833 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5835 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5838 static void InitBeltMovement(void)
5840 static int belt_base_element[4] =
5842 EL_CONVEYOR_BELT_1_LEFT,
5843 EL_CONVEYOR_BELT_2_LEFT,
5844 EL_CONVEYOR_BELT_3_LEFT,
5845 EL_CONVEYOR_BELT_4_LEFT
5847 static int belt_base_active_element[4] =
5849 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5850 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5851 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5852 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5857 // set frame order for belt animation graphic according to belt direction
5858 for (i = 0; i < NUM_BELTS; i++)
5862 for (j = 0; j < NUM_BELT_PARTS; j++)
5864 int element = belt_base_active_element[belt_nr] + j;
5865 int graphic_1 = el2img(element);
5866 int graphic_2 = el2panelimg(element);
5868 if (game.belt_dir[i] == MV_LEFT)
5870 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5871 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5875 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5876 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5881 SCAN_PLAYFIELD(x, y)
5883 int element = Feld[x][y];
5885 for (i = 0; i < NUM_BELTS; i++)
5887 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5889 int e_belt_nr = getBeltNrFromBeltElement(element);
5892 if (e_belt_nr == belt_nr)
5894 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5896 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5903 static void ToggleBeltSwitch(int x, int y)
5905 static int belt_base_element[4] =
5907 EL_CONVEYOR_BELT_1_LEFT,
5908 EL_CONVEYOR_BELT_2_LEFT,
5909 EL_CONVEYOR_BELT_3_LEFT,
5910 EL_CONVEYOR_BELT_4_LEFT
5912 static int belt_base_active_element[4] =
5914 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5915 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5916 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5917 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5919 static int belt_base_switch_element[4] =
5921 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5922 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5923 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5924 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5926 static int belt_move_dir[4] =
5934 int element = Feld[x][y];
5935 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5936 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5937 int belt_dir = belt_move_dir[belt_dir_nr];
5940 if (!IS_BELT_SWITCH(element))
5943 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5944 game.belt_dir[belt_nr] = belt_dir;
5946 if (belt_dir_nr == 3)
5949 // set frame order for belt animation graphic according to belt direction
5950 for (i = 0; i < NUM_BELT_PARTS; i++)
5952 int element = belt_base_active_element[belt_nr] + i;
5953 int graphic_1 = el2img(element);
5954 int graphic_2 = el2panelimg(element);
5956 if (belt_dir == MV_LEFT)
5958 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5959 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5963 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5964 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5968 SCAN_PLAYFIELD(xx, yy)
5970 int element = Feld[xx][yy];
5972 if (IS_BELT_SWITCH(element))
5974 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5976 if (e_belt_nr == belt_nr)
5978 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5979 TEST_DrawLevelField(xx, yy);
5982 else if (IS_BELT(element) && belt_dir != MV_NONE)
5984 int e_belt_nr = getBeltNrFromBeltElement(element);
5986 if (e_belt_nr == belt_nr)
5988 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5990 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5991 TEST_DrawLevelField(xx, yy);
5994 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5996 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5998 if (e_belt_nr == belt_nr)
6000 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6002 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6003 TEST_DrawLevelField(xx, yy);
6009 static void ToggleSwitchgateSwitch(int x, int y)
6013 game.switchgate_pos = !game.switchgate_pos;
6015 SCAN_PLAYFIELD(xx, yy)
6017 int element = Feld[xx][yy];
6019 if (element == EL_SWITCHGATE_SWITCH_UP)
6021 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6022 TEST_DrawLevelField(xx, yy);
6024 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6026 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6027 TEST_DrawLevelField(xx, yy);
6029 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6031 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6032 TEST_DrawLevelField(xx, yy);
6034 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6036 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6037 TEST_DrawLevelField(xx, yy);
6039 else if (element == EL_SWITCHGATE_OPEN ||
6040 element == EL_SWITCHGATE_OPENING)
6042 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6044 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6046 else if (element == EL_SWITCHGATE_CLOSED ||
6047 element == EL_SWITCHGATE_CLOSING)
6049 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6051 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6056 static int getInvisibleActiveFromInvisibleElement(int element)
6058 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6059 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6060 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6064 static int getInvisibleFromInvisibleActiveElement(int element)
6066 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6067 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6068 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6072 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6076 SCAN_PLAYFIELD(x, y)
6078 int element = Feld[x][y];
6080 if (element == EL_LIGHT_SWITCH &&
6081 game.light_time_left > 0)
6083 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6084 TEST_DrawLevelField(x, y);
6086 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6087 game.light_time_left == 0)
6089 Feld[x][y] = EL_LIGHT_SWITCH;
6090 TEST_DrawLevelField(x, y);
6092 else if (element == EL_EMC_DRIPPER &&
6093 game.light_time_left > 0)
6095 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6096 TEST_DrawLevelField(x, y);
6098 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6099 game.light_time_left == 0)
6101 Feld[x][y] = EL_EMC_DRIPPER;
6102 TEST_DrawLevelField(x, y);
6104 else if (element == EL_INVISIBLE_STEELWALL ||
6105 element == EL_INVISIBLE_WALL ||
6106 element == EL_INVISIBLE_SAND)
6108 if (game.light_time_left > 0)
6109 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6111 TEST_DrawLevelField(x, y);
6113 // uncrumble neighbour fields, if needed
6114 if (element == EL_INVISIBLE_SAND)
6115 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6117 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6118 element == EL_INVISIBLE_WALL_ACTIVE ||
6119 element == EL_INVISIBLE_SAND_ACTIVE)
6121 if (game.light_time_left == 0)
6122 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6124 TEST_DrawLevelField(x, y);
6126 // re-crumble neighbour fields, if needed
6127 if (element == EL_INVISIBLE_SAND)
6128 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6133 static void RedrawAllInvisibleElementsForLenses(void)
6137 SCAN_PLAYFIELD(x, y)
6139 int element = Feld[x][y];
6141 if (element == EL_EMC_DRIPPER &&
6142 game.lenses_time_left > 0)
6144 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6145 TEST_DrawLevelField(x, y);
6147 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6148 game.lenses_time_left == 0)
6150 Feld[x][y] = EL_EMC_DRIPPER;
6151 TEST_DrawLevelField(x, y);
6153 else if (element == EL_INVISIBLE_STEELWALL ||
6154 element == EL_INVISIBLE_WALL ||
6155 element == EL_INVISIBLE_SAND)
6157 if (game.lenses_time_left > 0)
6158 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6160 TEST_DrawLevelField(x, y);
6162 // uncrumble neighbour fields, if needed
6163 if (element == EL_INVISIBLE_SAND)
6164 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6166 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6167 element == EL_INVISIBLE_WALL_ACTIVE ||
6168 element == EL_INVISIBLE_SAND_ACTIVE)
6170 if (game.lenses_time_left == 0)
6171 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6173 TEST_DrawLevelField(x, y);
6175 // re-crumble neighbour fields, if needed
6176 if (element == EL_INVISIBLE_SAND)
6177 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6182 static void RedrawAllInvisibleElementsForMagnifier(void)
6186 SCAN_PLAYFIELD(x, y)
6188 int element = Feld[x][y];
6190 if (element == EL_EMC_FAKE_GRASS &&
6191 game.magnify_time_left > 0)
6193 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6194 TEST_DrawLevelField(x, y);
6196 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6197 game.magnify_time_left == 0)
6199 Feld[x][y] = EL_EMC_FAKE_GRASS;
6200 TEST_DrawLevelField(x, y);
6202 else if (IS_GATE_GRAY(element) &&
6203 game.magnify_time_left > 0)
6205 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6206 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6207 IS_EM_GATE_GRAY(element) ?
6208 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6209 IS_EMC_GATE_GRAY(element) ?
6210 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6211 IS_DC_GATE_GRAY(element) ?
6212 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6214 TEST_DrawLevelField(x, y);
6216 else if (IS_GATE_GRAY_ACTIVE(element) &&
6217 game.magnify_time_left == 0)
6219 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6220 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6221 IS_EM_GATE_GRAY_ACTIVE(element) ?
6222 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6223 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6224 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6225 IS_DC_GATE_GRAY_ACTIVE(element) ?
6226 EL_DC_GATE_WHITE_GRAY :
6228 TEST_DrawLevelField(x, y);
6233 static void ToggleLightSwitch(int x, int y)
6235 int element = Feld[x][y];
6237 game.light_time_left =
6238 (element == EL_LIGHT_SWITCH ?
6239 level.time_light * FRAMES_PER_SECOND : 0);
6241 RedrawAllLightSwitchesAndInvisibleElements();
6244 static void ActivateTimegateSwitch(int x, int y)
6248 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6250 SCAN_PLAYFIELD(xx, yy)
6252 int element = Feld[xx][yy];
6254 if (element == EL_TIMEGATE_CLOSED ||
6255 element == EL_TIMEGATE_CLOSING)
6257 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6258 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6262 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6264 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6265 TEST_DrawLevelField(xx, yy);
6271 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6272 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6275 static void Impact(int x, int y)
6277 boolean last_line = (y == lev_fieldy - 1);
6278 boolean object_hit = FALSE;
6279 boolean impact = (last_line || object_hit);
6280 int element = Feld[x][y];
6281 int smashed = EL_STEELWALL;
6283 if (!last_line) // check if element below was hit
6285 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6288 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6289 MovDir[x][y + 1] != MV_DOWN ||
6290 MovPos[x][y + 1] <= TILEY / 2));
6292 // do not smash moving elements that left the smashed field in time
6293 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6294 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6297 #if USE_QUICKSAND_IMPACT_BUGFIX
6298 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6300 RemoveMovingField(x, y + 1);
6301 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6302 Feld[x][y + 2] = EL_ROCK;
6303 TEST_DrawLevelField(x, y + 2);
6308 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6310 RemoveMovingField(x, y + 1);
6311 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6312 Feld[x][y + 2] = EL_ROCK;
6313 TEST_DrawLevelField(x, y + 2);
6320 smashed = MovingOrBlocked2Element(x, y + 1);
6322 impact = (last_line || object_hit);
6325 if (!last_line && smashed == EL_ACID) // element falls into acid
6327 SplashAcid(x, y + 1);
6331 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6332 // only reset graphic animation if graphic really changes after impact
6334 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6336 ResetGfxAnimation(x, y);
6337 TEST_DrawLevelField(x, y);
6340 if (impact && CAN_EXPLODE_IMPACT(element))
6345 else if (impact && element == EL_PEARL &&
6346 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6348 ResetGfxAnimation(x, y);
6350 Feld[x][y] = EL_PEARL_BREAKING;
6351 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6354 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6356 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6361 if (impact && element == EL_AMOEBA_DROP)
6363 if (object_hit && IS_PLAYER(x, y + 1))
6364 KillPlayerUnlessEnemyProtected(x, y + 1);
6365 else if (object_hit && smashed == EL_PENGUIN)
6369 Feld[x][y] = EL_AMOEBA_GROWING;
6370 Store[x][y] = EL_AMOEBA_WET;
6372 ResetRandomAnimationValue(x, y);
6377 if (object_hit) // check which object was hit
6379 if ((CAN_PASS_MAGIC_WALL(element) &&
6380 (smashed == EL_MAGIC_WALL ||
6381 smashed == EL_BD_MAGIC_WALL)) ||
6382 (CAN_PASS_DC_MAGIC_WALL(element) &&
6383 smashed == EL_DC_MAGIC_WALL))
6386 int activated_magic_wall =
6387 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6388 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6389 EL_DC_MAGIC_WALL_ACTIVE);
6391 // activate magic wall / mill
6392 SCAN_PLAYFIELD(xx, yy)
6394 if (Feld[xx][yy] == smashed)
6395 Feld[xx][yy] = activated_magic_wall;
6398 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6399 game.magic_wall_active = TRUE;
6401 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6402 SND_MAGIC_WALL_ACTIVATING :
6403 smashed == EL_BD_MAGIC_WALL ?
6404 SND_BD_MAGIC_WALL_ACTIVATING :
6405 SND_DC_MAGIC_WALL_ACTIVATING));
6408 if (IS_PLAYER(x, y + 1))
6410 if (CAN_SMASH_PLAYER(element))
6412 KillPlayerUnlessEnemyProtected(x, y + 1);
6416 else if (smashed == EL_PENGUIN)
6418 if (CAN_SMASH_PLAYER(element))
6424 else if (element == EL_BD_DIAMOND)
6426 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6432 else if (((element == EL_SP_INFOTRON ||
6433 element == EL_SP_ZONK) &&
6434 (smashed == EL_SP_SNIKSNAK ||
6435 smashed == EL_SP_ELECTRON ||
6436 smashed == EL_SP_DISK_ORANGE)) ||
6437 (element == EL_SP_INFOTRON &&
6438 smashed == EL_SP_DISK_YELLOW))
6443 else if (CAN_SMASH_EVERYTHING(element))
6445 if (IS_CLASSIC_ENEMY(smashed) ||
6446 CAN_EXPLODE_SMASHED(smashed))
6451 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6453 if (smashed == EL_LAMP ||
6454 smashed == EL_LAMP_ACTIVE)
6459 else if (smashed == EL_NUT)
6461 Feld[x][y + 1] = EL_NUT_BREAKING;
6462 PlayLevelSound(x, y, SND_NUT_BREAKING);
6463 RaiseScoreElement(EL_NUT);
6466 else if (smashed == EL_PEARL)
6468 ResetGfxAnimation(x, y);
6470 Feld[x][y + 1] = EL_PEARL_BREAKING;
6471 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6474 else if (smashed == EL_DIAMOND)
6476 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6477 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6480 else if (IS_BELT_SWITCH(smashed))
6482 ToggleBeltSwitch(x, y + 1);
6484 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6485 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6486 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6487 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6489 ToggleSwitchgateSwitch(x, y + 1);
6491 else if (smashed == EL_LIGHT_SWITCH ||
6492 smashed == EL_LIGHT_SWITCH_ACTIVE)
6494 ToggleLightSwitch(x, y + 1);
6498 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6500 CheckElementChangeBySide(x, y + 1, smashed, element,
6501 CE_SWITCHED, CH_SIDE_TOP);
6502 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6508 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6513 // play sound of magic wall / mill
6515 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6516 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6517 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6519 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6520 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6521 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6522 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6523 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6524 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6529 // play sound of object that hits the ground
6530 if (last_line || object_hit)
6531 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6534 static void TurnRoundExt(int x, int y)
6546 { 0, 0 }, { 0, 0 }, { 0, 0 },
6551 int left, right, back;
6555 { MV_DOWN, MV_UP, MV_RIGHT },
6556 { MV_UP, MV_DOWN, MV_LEFT },
6558 { MV_LEFT, MV_RIGHT, MV_DOWN },
6562 { MV_RIGHT, MV_LEFT, MV_UP }
6565 int element = Feld[x][y];
6566 int move_pattern = element_info[element].move_pattern;
6568 int old_move_dir = MovDir[x][y];
6569 int left_dir = turn[old_move_dir].left;
6570 int right_dir = turn[old_move_dir].right;
6571 int back_dir = turn[old_move_dir].back;
6573 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6574 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6575 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6576 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6578 int left_x = x + left_dx, left_y = y + left_dy;
6579 int right_x = x + right_dx, right_y = y + right_dy;
6580 int move_x = x + move_dx, move_y = y + move_dy;
6584 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6586 TestIfBadThingTouchesOtherBadThing(x, y);
6588 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6589 MovDir[x][y] = right_dir;
6590 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6591 MovDir[x][y] = left_dir;
6593 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6595 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6598 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6600 TestIfBadThingTouchesOtherBadThing(x, y);
6602 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6603 MovDir[x][y] = left_dir;
6604 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6605 MovDir[x][y] = right_dir;
6607 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6609 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6612 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6614 TestIfBadThingTouchesOtherBadThing(x, y);
6616 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6617 MovDir[x][y] = left_dir;
6618 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6619 MovDir[x][y] = right_dir;
6621 if (MovDir[x][y] != old_move_dir)
6624 else if (element == EL_YAMYAM)
6626 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6627 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6629 if (can_turn_left && can_turn_right)
6630 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6631 else if (can_turn_left)
6632 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6633 else if (can_turn_right)
6634 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6636 MovDir[x][y] = back_dir;
6638 MovDelay[x][y] = 16 + 16 * RND(3);
6640 else if (element == EL_DARK_YAMYAM)
6642 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6644 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6647 if (can_turn_left && can_turn_right)
6648 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6649 else if (can_turn_left)
6650 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6651 else if (can_turn_right)
6652 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6654 MovDir[x][y] = back_dir;
6656 MovDelay[x][y] = 16 + 16 * RND(3);
6658 else if (element == EL_PACMAN)
6660 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6661 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6663 if (can_turn_left && can_turn_right)
6664 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6665 else if (can_turn_left)
6666 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6667 else if (can_turn_right)
6668 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6670 MovDir[x][y] = back_dir;
6672 MovDelay[x][y] = 6 + RND(40);
6674 else if (element == EL_PIG)
6676 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6677 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6678 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6679 boolean should_turn_left, should_turn_right, should_move_on;
6681 int rnd = RND(rnd_value);
6683 should_turn_left = (can_turn_left &&
6685 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6686 y + back_dy + left_dy)));
6687 should_turn_right = (can_turn_right &&
6689 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6690 y + back_dy + right_dy)));
6691 should_move_on = (can_move_on &&
6694 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6695 y + move_dy + left_dy) ||
6696 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6697 y + move_dy + right_dy)));
6699 if (should_turn_left || should_turn_right || should_move_on)
6701 if (should_turn_left && should_turn_right && should_move_on)
6702 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6703 rnd < 2 * rnd_value / 3 ? right_dir :
6705 else if (should_turn_left && should_turn_right)
6706 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6707 else if (should_turn_left && should_move_on)
6708 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6709 else if (should_turn_right && should_move_on)
6710 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6711 else if (should_turn_left)
6712 MovDir[x][y] = left_dir;
6713 else if (should_turn_right)
6714 MovDir[x][y] = right_dir;
6715 else if (should_move_on)
6716 MovDir[x][y] = old_move_dir;
6718 else if (can_move_on && rnd > rnd_value / 8)
6719 MovDir[x][y] = old_move_dir;
6720 else if (can_turn_left && can_turn_right)
6721 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6722 else if (can_turn_left && rnd > rnd_value / 8)
6723 MovDir[x][y] = left_dir;
6724 else if (can_turn_right && rnd > rnd_value/8)
6725 MovDir[x][y] = right_dir;
6727 MovDir[x][y] = back_dir;
6729 xx = x + move_xy[MovDir[x][y]].dx;
6730 yy = y + move_xy[MovDir[x][y]].dy;
6732 if (!IN_LEV_FIELD(xx, yy) ||
6733 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6734 MovDir[x][y] = old_move_dir;
6738 else if (element == EL_DRAGON)
6740 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6741 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6742 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6744 int rnd = RND(rnd_value);
6746 if (can_move_on && rnd > rnd_value / 8)
6747 MovDir[x][y] = old_move_dir;
6748 else if (can_turn_left && can_turn_right)
6749 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6750 else if (can_turn_left && rnd > rnd_value / 8)
6751 MovDir[x][y] = left_dir;
6752 else if (can_turn_right && rnd > rnd_value / 8)
6753 MovDir[x][y] = right_dir;
6755 MovDir[x][y] = back_dir;
6757 xx = x + move_xy[MovDir[x][y]].dx;
6758 yy = y + move_xy[MovDir[x][y]].dy;
6760 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6761 MovDir[x][y] = old_move_dir;
6765 else if (element == EL_MOLE)
6767 boolean can_move_on =
6768 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6769 IS_AMOEBOID(Feld[move_x][move_y]) ||
6770 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6773 boolean can_turn_left =
6774 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6775 IS_AMOEBOID(Feld[left_x][left_y])));
6777 boolean can_turn_right =
6778 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6779 IS_AMOEBOID(Feld[right_x][right_y])));
6781 if (can_turn_left && can_turn_right)
6782 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6783 else if (can_turn_left)
6784 MovDir[x][y] = left_dir;
6786 MovDir[x][y] = right_dir;
6789 if (MovDir[x][y] != old_move_dir)
6792 else if (element == EL_BALLOON)
6794 MovDir[x][y] = game.wind_direction;
6797 else if (element == EL_SPRING)
6799 if (MovDir[x][y] & MV_HORIZONTAL)
6801 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6802 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6804 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6805 ResetGfxAnimation(move_x, move_y);
6806 TEST_DrawLevelField(move_x, move_y);
6808 MovDir[x][y] = back_dir;
6810 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6811 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6812 MovDir[x][y] = MV_NONE;
6817 else if (element == EL_ROBOT ||
6818 element == EL_SATELLITE ||
6819 element == EL_PENGUIN ||
6820 element == EL_EMC_ANDROID)
6822 int attr_x = -1, attr_y = -1;
6824 if (game.all_players_gone)
6826 attr_x = game.exit_x;
6827 attr_y = game.exit_y;
6833 for (i = 0; i < MAX_PLAYERS; i++)
6835 struct PlayerInfo *player = &stored_player[i];
6836 int jx = player->jx, jy = player->jy;
6838 if (!player->active)
6842 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6850 if (element == EL_ROBOT &&
6851 game.robot_wheel_x >= 0 &&
6852 game.robot_wheel_y >= 0 &&
6853 (Feld[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
6854 game.engine_version < VERSION_IDENT(3,1,0,0)))
6856 attr_x = game.robot_wheel_x;
6857 attr_y = game.robot_wheel_y;
6860 if (element == EL_PENGUIN)
6863 static int xy[4][2] =
6871 for (i = 0; i < NUM_DIRECTIONS; i++)
6873 int ex = x + xy[i][0];
6874 int ey = y + xy[i][1];
6876 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6877 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6878 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6879 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6888 MovDir[x][y] = MV_NONE;
6890 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
6891 else if (attr_x > x)
6892 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
6894 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
6895 else if (attr_y > y)
6896 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
6898 if (element == EL_ROBOT)
6902 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6903 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6904 Moving2Blocked(x, y, &newx, &newy);
6906 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6907 MovDelay[x][y] = 8 + 8 * !RND(3);
6909 MovDelay[x][y] = 16;
6911 else if (element == EL_PENGUIN)
6917 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6919 boolean first_horiz = RND(2);
6920 int new_move_dir = MovDir[x][y];
6923 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6924 Moving2Blocked(x, y, &newx, &newy);
6926 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6930 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6931 Moving2Blocked(x, y, &newx, &newy);
6933 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6936 MovDir[x][y] = old_move_dir;
6940 else if (element == EL_SATELLITE)
6946 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6948 boolean first_horiz = RND(2);
6949 int new_move_dir = MovDir[x][y];
6952 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6953 Moving2Blocked(x, y, &newx, &newy);
6955 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6959 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6960 Moving2Blocked(x, y, &newx, &newy);
6962 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6965 MovDir[x][y] = old_move_dir;
6969 else if (element == EL_EMC_ANDROID)
6971 static int check_pos[16] =
6973 -1, // 0 => (invalid)
6976 -1, // 3 => (invalid)
6978 0, // 5 => MV_LEFT | MV_UP
6979 2, // 6 => MV_RIGHT | MV_UP
6980 -1, // 7 => (invalid)
6982 6, // 9 => MV_LEFT | MV_DOWN
6983 4, // 10 => MV_RIGHT | MV_DOWN
6984 -1, // 11 => (invalid)
6985 -1, // 12 => (invalid)
6986 -1, // 13 => (invalid)
6987 -1, // 14 => (invalid)
6988 -1, // 15 => (invalid)
6996 { -1, -1, MV_LEFT | MV_UP },
6998 { +1, -1, MV_RIGHT | MV_UP },
6999 { +1, 0, MV_RIGHT },
7000 { +1, +1, MV_RIGHT | MV_DOWN },
7002 { -1, +1, MV_LEFT | MV_DOWN },
7005 int start_pos, check_order;
7006 boolean can_clone = FALSE;
7009 // check if there is any free field around current position
7010 for (i = 0; i < 8; i++)
7012 int newx = x + check_xy[i].dx;
7013 int newy = y + check_xy[i].dy;
7015 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7023 if (can_clone) // randomly find an element to clone
7027 start_pos = check_pos[RND(8)];
7028 check_order = (RND(2) ? -1 : +1);
7030 for (i = 0; i < 8; i++)
7032 int pos_raw = start_pos + i * check_order;
7033 int pos = (pos_raw + 8) % 8;
7034 int newx = x + check_xy[pos].dx;
7035 int newy = y + check_xy[pos].dy;
7037 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7039 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7040 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7042 Store[x][y] = Feld[newx][newy];
7051 if (can_clone) // randomly find a direction to move
7055 start_pos = check_pos[RND(8)];
7056 check_order = (RND(2) ? -1 : +1);
7058 for (i = 0; i < 8; i++)
7060 int pos_raw = start_pos + i * check_order;
7061 int pos = (pos_raw + 8) % 8;
7062 int newx = x + check_xy[pos].dx;
7063 int newy = y + check_xy[pos].dy;
7064 int new_move_dir = check_xy[pos].dir;
7066 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7068 MovDir[x][y] = new_move_dir;
7069 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7078 if (can_clone) // cloning and moving successful
7081 // cannot clone -- try to move towards player
7083 start_pos = check_pos[MovDir[x][y] & 0x0f];
7084 check_order = (RND(2) ? -1 : +1);
7086 for (i = 0; i < 3; i++)
7088 // first check start_pos, then previous/next or (next/previous) pos
7089 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7090 int pos = (pos_raw + 8) % 8;
7091 int newx = x + check_xy[pos].dx;
7092 int newy = y + check_xy[pos].dy;
7093 int new_move_dir = check_xy[pos].dir;
7095 if (IS_PLAYER(newx, newy))
7098 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7100 MovDir[x][y] = new_move_dir;
7101 MovDelay[x][y] = level.android_move_time * 8 + 1;
7108 else if (move_pattern == MV_TURNING_LEFT ||
7109 move_pattern == MV_TURNING_RIGHT ||
7110 move_pattern == MV_TURNING_LEFT_RIGHT ||
7111 move_pattern == MV_TURNING_RIGHT_LEFT ||
7112 move_pattern == MV_TURNING_RANDOM ||
7113 move_pattern == MV_ALL_DIRECTIONS)
7115 boolean can_turn_left =
7116 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7117 boolean can_turn_right =
7118 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7120 if (element_info[element].move_stepsize == 0) // "not moving"
7123 if (move_pattern == MV_TURNING_LEFT)
7124 MovDir[x][y] = left_dir;
7125 else if (move_pattern == MV_TURNING_RIGHT)
7126 MovDir[x][y] = right_dir;
7127 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7128 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7129 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7130 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7131 else if (move_pattern == MV_TURNING_RANDOM)
7132 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7133 can_turn_right && !can_turn_left ? right_dir :
7134 RND(2) ? left_dir : right_dir);
7135 else if (can_turn_left && can_turn_right)
7136 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7137 else if (can_turn_left)
7138 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7139 else if (can_turn_right)
7140 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7142 MovDir[x][y] = back_dir;
7144 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7146 else if (move_pattern == MV_HORIZONTAL ||
7147 move_pattern == MV_VERTICAL)
7149 if (move_pattern & old_move_dir)
7150 MovDir[x][y] = back_dir;
7151 else if (move_pattern == MV_HORIZONTAL)
7152 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7153 else if (move_pattern == MV_VERTICAL)
7154 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7156 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7158 else if (move_pattern & MV_ANY_DIRECTION)
7160 MovDir[x][y] = move_pattern;
7161 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7163 else if (move_pattern & MV_WIND_DIRECTION)
7165 MovDir[x][y] = game.wind_direction;
7166 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7168 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7170 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7171 MovDir[x][y] = left_dir;
7172 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7173 MovDir[x][y] = right_dir;
7175 if (MovDir[x][y] != old_move_dir)
7176 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7178 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7180 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7181 MovDir[x][y] = right_dir;
7182 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7183 MovDir[x][y] = left_dir;
7185 if (MovDir[x][y] != old_move_dir)
7186 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7188 else if (move_pattern == MV_TOWARDS_PLAYER ||
7189 move_pattern == MV_AWAY_FROM_PLAYER)
7191 int attr_x = -1, attr_y = -1;
7193 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7195 if (game.all_players_gone)
7197 attr_x = game.exit_x;
7198 attr_y = game.exit_y;
7204 for (i = 0; i < MAX_PLAYERS; i++)
7206 struct PlayerInfo *player = &stored_player[i];
7207 int jx = player->jx, jy = player->jy;
7209 if (!player->active)
7213 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7221 MovDir[x][y] = MV_NONE;
7223 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7224 else if (attr_x > x)
7225 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7227 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7228 else if (attr_y > y)
7229 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7231 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7233 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7235 boolean first_horiz = RND(2);
7236 int new_move_dir = MovDir[x][y];
7238 if (element_info[element].move_stepsize == 0) // "not moving"
7240 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7241 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7247 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7248 Moving2Blocked(x, y, &newx, &newy);
7250 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7254 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7255 Moving2Blocked(x, y, &newx, &newy);
7257 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7260 MovDir[x][y] = old_move_dir;
7263 else if (move_pattern == MV_WHEN_PUSHED ||
7264 move_pattern == MV_WHEN_DROPPED)
7266 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7267 MovDir[x][y] = MV_NONE;
7271 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7273 static int test_xy[7][2] =
7283 static int test_dir[7] =
7293 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7294 int move_preference = -1000000; // start with very low preference
7295 int new_move_dir = MV_NONE;
7296 int start_test = RND(4);
7299 for (i = 0; i < NUM_DIRECTIONS; i++)
7301 int move_dir = test_dir[start_test + i];
7302 int move_dir_preference;
7304 xx = x + test_xy[start_test + i][0];
7305 yy = y + test_xy[start_test + i][1];
7307 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7308 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7310 new_move_dir = move_dir;
7315 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7318 move_dir_preference = -1 * RunnerVisit[xx][yy];
7319 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7320 move_dir_preference = PlayerVisit[xx][yy];
7322 if (move_dir_preference > move_preference)
7324 // prefer field that has not been visited for the longest time
7325 move_preference = move_dir_preference;
7326 new_move_dir = move_dir;
7328 else if (move_dir_preference == move_preference &&
7329 move_dir == old_move_dir)
7331 // prefer last direction when all directions are preferred equally
7332 move_preference = move_dir_preference;
7333 new_move_dir = move_dir;
7337 MovDir[x][y] = new_move_dir;
7338 if (old_move_dir != new_move_dir)
7339 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7343 static void TurnRound(int x, int y)
7345 int direction = MovDir[x][y];
7349 GfxDir[x][y] = MovDir[x][y];
7351 if (direction != MovDir[x][y])
7355 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7357 ResetGfxFrame(x, y);
7360 static boolean JustBeingPushed(int x, int y)
7364 for (i = 0; i < MAX_PLAYERS; i++)
7366 struct PlayerInfo *player = &stored_player[i];
7368 if (player->active && player->is_pushing && player->MovPos)
7370 int next_jx = player->jx + (player->jx - player->last_jx);
7371 int next_jy = player->jy + (player->jy - player->last_jy);
7373 if (x == next_jx && y == next_jy)
7381 static void StartMoving(int x, int y)
7383 boolean started_moving = FALSE; // some elements can fall _and_ move
7384 int element = Feld[x][y];
7389 if (MovDelay[x][y] == 0)
7390 GfxAction[x][y] = ACTION_DEFAULT;
7392 if (CAN_FALL(element) && y < lev_fieldy - 1)
7394 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7395 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7396 if (JustBeingPushed(x, y))
7399 if (element == EL_QUICKSAND_FULL)
7401 if (IS_FREE(x, y + 1))
7403 InitMovingField(x, y, MV_DOWN);
7404 started_moving = TRUE;
7406 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7407 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7408 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7409 Store[x][y] = EL_ROCK;
7411 Store[x][y] = EL_ROCK;
7414 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7416 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7418 if (!MovDelay[x][y])
7420 MovDelay[x][y] = TILEY + 1;
7422 ResetGfxAnimation(x, y);
7423 ResetGfxAnimation(x, y + 1);
7428 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7429 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7436 Feld[x][y] = EL_QUICKSAND_EMPTY;
7437 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7438 Store[x][y + 1] = Store[x][y];
7441 PlayLevelSoundAction(x, y, ACTION_FILLING);
7443 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7445 if (!MovDelay[x][y])
7447 MovDelay[x][y] = TILEY + 1;
7449 ResetGfxAnimation(x, y);
7450 ResetGfxAnimation(x, y + 1);
7455 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7456 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7463 Feld[x][y] = EL_QUICKSAND_EMPTY;
7464 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7465 Store[x][y + 1] = Store[x][y];
7468 PlayLevelSoundAction(x, y, ACTION_FILLING);
7471 else if (element == EL_QUICKSAND_FAST_FULL)
7473 if (IS_FREE(x, y + 1))
7475 InitMovingField(x, y, MV_DOWN);
7476 started_moving = TRUE;
7478 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7479 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7480 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7481 Store[x][y] = EL_ROCK;
7483 Store[x][y] = EL_ROCK;
7486 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7488 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7490 if (!MovDelay[x][y])
7492 MovDelay[x][y] = TILEY + 1;
7494 ResetGfxAnimation(x, y);
7495 ResetGfxAnimation(x, y + 1);
7500 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7501 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7508 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7509 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7510 Store[x][y + 1] = Store[x][y];
7513 PlayLevelSoundAction(x, y, ACTION_FILLING);
7515 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7517 if (!MovDelay[x][y])
7519 MovDelay[x][y] = TILEY + 1;
7521 ResetGfxAnimation(x, y);
7522 ResetGfxAnimation(x, y + 1);
7527 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7528 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7535 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7536 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7537 Store[x][y + 1] = Store[x][y];
7540 PlayLevelSoundAction(x, y, ACTION_FILLING);
7543 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7544 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7546 InitMovingField(x, y, MV_DOWN);
7547 started_moving = TRUE;
7549 Feld[x][y] = EL_QUICKSAND_FILLING;
7550 Store[x][y] = element;
7552 PlayLevelSoundAction(x, y, ACTION_FILLING);
7554 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7555 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7557 InitMovingField(x, y, MV_DOWN);
7558 started_moving = TRUE;
7560 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7561 Store[x][y] = element;
7563 PlayLevelSoundAction(x, y, ACTION_FILLING);
7565 else if (element == EL_MAGIC_WALL_FULL)
7567 if (IS_FREE(x, y + 1))
7569 InitMovingField(x, y, MV_DOWN);
7570 started_moving = TRUE;
7572 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7573 Store[x][y] = EL_CHANGED(Store[x][y]);
7575 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7577 if (!MovDelay[x][y])
7578 MovDelay[x][y] = TILEY / 4 + 1;
7587 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7588 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7589 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7593 else if (element == EL_BD_MAGIC_WALL_FULL)
7595 if (IS_FREE(x, y + 1))
7597 InitMovingField(x, y, MV_DOWN);
7598 started_moving = TRUE;
7600 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7601 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7603 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7605 if (!MovDelay[x][y])
7606 MovDelay[x][y] = TILEY / 4 + 1;
7615 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7616 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7617 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7621 else if (element == EL_DC_MAGIC_WALL_FULL)
7623 if (IS_FREE(x, y + 1))
7625 InitMovingField(x, y, MV_DOWN);
7626 started_moving = TRUE;
7628 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7629 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7631 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7633 if (!MovDelay[x][y])
7634 MovDelay[x][y] = TILEY / 4 + 1;
7643 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7644 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7645 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7649 else if ((CAN_PASS_MAGIC_WALL(element) &&
7650 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7651 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7652 (CAN_PASS_DC_MAGIC_WALL(element) &&
7653 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7656 InitMovingField(x, y, MV_DOWN);
7657 started_moving = TRUE;
7660 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7661 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7662 EL_DC_MAGIC_WALL_FILLING);
7663 Store[x][y] = element;
7665 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7667 SplashAcid(x, y + 1);
7669 InitMovingField(x, y, MV_DOWN);
7670 started_moving = TRUE;
7672 Store[x][y] = EL_ACID;
7675 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7676 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7677 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7678 CAN_FALL(element) && WasJustFalling[x][y] &&
7679 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7681 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7682 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7683 (Feld[x][y + 1] == EL_BLOCKED)))
7685 /* this is needed for a special case not covered by calling "Impact()"
7686 from "ContinueMoving()": if an element moves to a tile directly below
7687 another element which was just falling on that tile (which was empty
7688 in the previous frame), the falling element above would just stop
7689 instead of smashing the element below (in previous version, the above
7690 element was just checked for "moving" instead of "falling", resulting
7691 in incorrect smashes caused by horizontal movement of the above
7692 element; also, the case of the player being the element to smash was
7693 simply not covered here... :-/ ) */
7695 CheckCollision[x][y] = 0;
7696 CheckImpact[x][y] = 0;
7700 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7702 if (MovDir[x][y] == MV_NONE)
7704 InitMovingField(x, y, MV_DOWN);
7705 started_moving = TRUE;
7708 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7710 if (WasJustFalling[x][y]) // prevent animation from being restarted
7711 MovDir[x][y] = MV_DOWN;
7713 InitMovingField(x, y, MV_DOWN);
7714 started_moving = TRUE;
7716 else if (element == EL_AMOEBA_DROP)
7718 Feld[x][y] = EL_AMOEBA_GROWING;
7719 Store[x][y] = EL_AMOEBA_WET;
7721 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7722 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7723 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7724 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7726 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7727 (IS_FREE(x - 1, y + 1) ||
7728 Feld[x - 1][y + 1] == EL_ACID));
7729 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7730 (IS_FREE(x + 1, y + 1) ||
7731 Feld[x + 1][y + 1] == EL_ACID));
7732 boolean can_fall_any = (can_fall_left || can_fall_right);
7733 boolean can_fall_both = (can_fall_left && can_fall_right);
7734 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7736 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7738 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7739 can_fall_right = FALSE;
7740 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7741 can_fall_left = FALSE;
7742 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7743 can_fall_right = FALSE;
7744 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7745 can_fall_left = FALSE;
7747 can_fall_any = (can_fall_left || can_fall_right);
7748 can_fall_both = FALSE;
7753 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7754 can_fall_right = FALSE; // slip down on left side
7756 can_fall_left = !(can_fall_right = RND(2));
7758 can_fall_both = FALSE;
7763 // if not determined otherwise, prefer left side for slipping down
7764 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7765 started_moving = TRUE;
7768 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7770 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7771 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7772 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7773 int belt_dir = game.belt_dir[belt_nr];
7775 if ((belt_dir == MV_LEFT && left_is_free) ||
7776 (belt_dir == MV_RIGHT && right_is_free))
7778 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7780 InitMovingField(x, y, belt_dir);
7781 started_moving = TRUE;
7783 Pushed[x][y] = TRUE;
7784 Pushed[nextx][y] = TRUE;
7786 GfxAction[x][y] = ACTION_DEFAULT;
7790 MovDir[x][y] = 0; // if element was moving, stop it
7795 // not "else if" because of elements that can fall and move (EL_SPRING)
7796 if (CAN_MOVE(element) && !started_moving)
7798 int move_pattern = element_info[element].move_pattern;
7801 Moving2Blocked(x, y, &newx, &newy);
7803 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7806 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7807 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7809 WasJustMoving[x][y] = 0;
7810 CheckCollision[x][y] = 0;
7812 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7814 if (Feld[x][y] != element) // element has changed
7818 if (!MovDelay[x][y]) // start new movement phase
7820 // all objects that can change their move direction after each step
7821 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
7823 if (element != EL_YAMYAM &&
7824 element != EL_DARK_YAMYAM &&
7825 element != EL_PACMAN &&
7826 !(move_pattern & MV_ANY_DIRECTION) &&
7827 move_pattern != MV_TURNING_LEFT &&
7828 move_pattern != MV_TURNING_RIGHT &&
7829 move_pattern != MV_TURNING_LEFT_RIGHT &&
7830 move_pattern != MV_TURNING_RIGHT_LEFT &&
7831 move_pattern != MV_TURNING_RANDOM)
7835 if (MovDelay[x][y] && (element == EL_BUG ||
7836 element == EL_SPACESHIP ||
7837 element == EL_SP_SNIKSNAK ||
7838 element == EL_SP_ELECTRON ||
7839 element == EL_MOLE))
7840 TEST_DrawLevelField(x, y);
7844 if (MovDelay[x][y]) // wait some time before next movement
7848 if (element == EL_ROBOT ||
7849 element == EL_YAMYAM ||
7850 element == EL_DARK_YAMYAM)
7852 DrawLevelElementAnimationIfNeeded(x, y, element);
7853 PlayLevelSoundAction(x, y, ACTION_WAITING);
7855 else if (element == EL_SP_ELECTRON)
7856 DrawLevelElementAnimationIfNeeded(x, y, element);
7857 else if (element == EL_DRAGON)
7860 int dir = MovDir[x][y];
7861 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7862 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7863 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7864 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7865 dir == MV_UP ? IMG_FLAMES_1_UP :
7866 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7867 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7869 GfxAction[x][y] = ACTION_ATTACKING;
7871 if (IS_PLAYER(x, y))
7872 DrawPlayerField(x, y);
7874 TEST_DrawLevelField(x, y);
7876 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7878 for (i = 1; i <= 3; i++)
7880 int xx = x + i * dx;
7881 int yy = y + i * dy;
7882 int sx = SCREENX(xx);
7883 int sy = SCREENY(yy);
7884 int flame_graphic = graphic + (i - 1);
7886 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7891 int flamed = MovingOrBlocked2Element(xx, yy);
7893 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7896 RemoveMovingField(xx, yy);
7898 ChangeDelay[xx][yy] = 0;
7900 Feld[xx][yy] = EL_FLAMES;
7902 if (IN_SCR_FIELD(sx, sy))
7904 TEST_DrawLevelFieldCrumbled(xx, yy);
7905 DrawGraphic(sx, sy, flame_graphic, frame);
7910 if (Feld[xx][yy] == EL_FLAMES)
7911 Feld[xx][yy] = EL_EMPTY;
7912 TEST_DrawLevelField(xx, yy);
7917 if (MovDelay[x][y]) // element still has to wait some time
7919 PlayLevelSoundAction(x, y, ACTION_WAITING);
7925 // now make next step
7927 Moving2Blocked(x, y, &newx, &newy); // get next screen position
7929 if (DONT_COLLIDE_WITH(element) &&
7930 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7931 !PLAYER_ENEMY_PROTECTED(newx, newy))
7933 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7938 else if (CAN_MOVE_INTO_ACID(element) &&
7939 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7940 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7941 (MovDir[x][y] == MV_DOWN ||
7942 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7944 SplashAcid(newx, newy);
7945 Store[x][y] = EL_ACID;
7947 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7949 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7950 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7951 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7952 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7955 TEST_DrawLevelField(x, y);
7957 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7958 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7959 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7961 game.friends_still_needed--;
7962 if (!game.friends_still_needed &&
7964 game.all_players_gone)
7969 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7971 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7972 TEST_DrawLevelField(newx, newy);
7974 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7976 else if (!IS_FREE(newx, newy))
7978 GfxAction[x][y] = ACTION_WAITING;
7980 if (IS_PLAYER(x, y))
7981 DrawPlayerField(x, y);
7983 TEST_DrawLevelField(x, y);
7988 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7990 if (IS_FOOD_PIG(Feld[newx][newy]))
7992 if (IS_MOVING(newx, newy))
7993 RemoveMovingField(newx, newy);
7996 Feld[newx][newy] = EL_EMPTY;
7997 TEST_DrawLevelField(newx, newy);
8000 PlayLevelSound(x, y, SND_PIG_DIGGING);
8002 else if (!IS_FREE(newx, newy))
8004 if (IS_PLAYER(x, y))
8005 DrawPlayerField(x, y);
8007 TEST_DrawLevelField(x, y);
8012 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8014 if (Store[x][y] != EL_EMPTY)
8016 boolean can_clone = FALSE;
8019 // check if element to clone is still there
8020 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8022 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8030 // cannot clone or target field not free anymore -- do not clone
8031 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8032 Store[x][y] = EL_EMPTY;
8035 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8037 if (IS_MV_DIAGONAL(MovDir[x][y]))
8039 int diagonal_move_dir = MovDir[x][y];
8040 int stored = Store[x][y];
8041 int change_delay = 8;
8044 // android is moving diagonally
8046 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8048 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8049 GfxElement[x][y] = EL_EMC_ANDROID;
8050 GfxAction[x][y] = ACTION_SHRINKING;
8051 GfxDir[x][y] = diagonal_move_dir;
8052 ChangeDelay[x][y] = change_delay;
8054 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8057 DrawLevelGraphicAnimation(x, y, graphic);
8058 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8060 if (Feld[newx][newy] == EL_ACID)
8062 SplashAcid(newx, newy);
8067 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8069 Store[newx][newy] = EL_EMC_ANDROID;
8070 GfxElement[newx][newy] = EL_EMC_ANDROID;
8071 GfxAction[newx][newy] = ACTION_GROWING;
8072 GfxDir[newx][newy] = diagonal_move_dir;
8073 ChangeDelay[newx][newy] = change_delay;
8075 graphic = el_act_dir2img(GfxElement[newx][newy],
8076 GfxAction[newx][newy], GfxDir[newx][newy]);
8078 DrawLevelGraphicAnimation(newx, newy, graphic);
8079 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8085 Feld[newx][newy] = EL_EMPTY;
8086 TEST_DrawLevelField(newx, newy);
8088 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8091 else if (!IS_FREE(newx, newy))
8096 else if (IS_CUSTOM_ELEMENT(element) &&
8097 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8099 if (!DigFieldByCE(newx, newy, element))
8102 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8104 RunnerVisit[x][y] = FrameCounter;
8105 PlayerVisit[x][y] /= 8; // expire player visit path
8108 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8110 if (!IS_FREE(newx, newy))
8112 if (IS_PLAYER(x, y))
8113 DrawPlayerField(x, y);
8115 TEST_DrawLevelField(x, y);
8121 boolean wanna_flame = !RND(10);
8122 int dx = newx - x, dy = newy - y;
8123 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8124 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8125 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8126 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8127 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8128 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8131 IS_CLASSIC_ENEMY(element1) ||
8132 IS_CLASSIC_ENEMY(element2)) &&
8133 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8134 element1 != EL_FLAMES && element2 != EL_FLAMES)
8136 ResetGfxAnimation(x, y);
8137 GfxAction[x][y] = ACTION_ATTACKING;
8139 if (IS_PLAYER(x, y))
8140 DrawPlayerField(x, y);
8142 TEST_DrawLevelField(x, y);
8144 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8146 MovDelay[x][y] = 50;
8148 Feld[newx][newy] = EL_FLAMES;
8149 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8150 Feld[newx1][newy1] = EL_FLAMES;
8151 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8152 Feld[newx2][newy2] = EL_FLAMES;
8158 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8159 Feld[newx][newy] == EL_DIAMOND)
8161 if (IS_MOVING(newx, newy))
8162 RemoveMovingField(newx, newy);
8165 Feld[newx][newy] = EL_EMPTY;
8166 TEST_DrawLevelField(newx, newy);
8169 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8171 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8172 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8174 if (AmoebaNr[newx][newy])
8176 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8177 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8178 Feld[newx][newy] == EL_BD_AMOEBA)
8179 AmoebaCnt[AmoebaNr[newx][newy]]--;
8182 if (IS_MOVING(newx, newy))
8184 RemoveMovingField(newx, newy);
8188 Feld[newx][newy] = EL_EMPTY;
8189 TEST_DrawLevelField(newx, newy);
8192 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8194 else if ((element == EL_PACMAN || element == EL_MOLE)
8195 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8197 if (AmoebaNr[newx][newy])
8199 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8200 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8201 Feld[newx][newy] == EL_BD_AMOEBA)
8202 AmoebaCnt[AmoebaNr[newx][newy]]--;
8205 if (element == EL_MOLE)
8207 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8208 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8210 ResetGfxAnimation(x, y);
8211 GfxAction[x][y] = ACTION_DIGGING;
8212 TEST_DrawLevelField(x, y);
8214 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8216 return; // wait for shrinking amoeba
8218 else // element == EL_PACMAN
8220 Feld[newx][newy] = EL_EMPTY;
8221 TEST_DrawLevelField(newx, newy);
8222 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8225 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8226 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8227 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8229 // wait for shrinking amoeba to completely disappear
8232 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8234 // object was running against a wall
8238 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8239 DrawLevelElementAnimation(x, y, element);
8241 if (DONT_TOUCH(element))
8242 TestIfBadThingTouchesPlayer(x, y);
8247 InitMovingField(x, y, MovDir[x][y]);
8249 PlayLevelSoundAction(x, y, ACTION_MOVING);
8253 ContinueMoving(x, y);
8256 void ContinueMoving(int x, int y)
8258 int element = Feld[x][y];
8259 struct ElementInfo *ei = &element_info[element];
8260 int direction = MovDir[x][y];
8261 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8262 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8263 int newx = x + dx, newy = y + dy;
8264 int stored = Store[x][y];
8265 int stored_new = Store[newx][newy];
8266 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8267 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8268 boolean last_line = (newy == lev_fieldy - 1);
8270 MovPos[x][y] += getElementMoveStepsize(x, y);
8272 if (pushed_by_player) // special case: moving object pushed by player
8273 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8275 if (ABS(MovPos[x][y]) < TILEX)
8277 TEST_DrawLevelField(x, y);
8279 return; // element is still moving
8282 // element reached destination field
8284 Feld[x][y] = EL_EMPTY;
8285 Feld[newx][newy] = element;
8286 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8288 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8290 element = Feld[newx][newy] = EL_ACID;
8292 else if (element == EL_MOLE)
8294 Feld[x][y] = EL_SAND;
8296 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8298 else if (element == EL_QUICKSAND_FILLING)
8300 element = Feld[newx][newy] = get_next_element(element);
8301 Store[newx][newy] = Store[x][y];
8303 else if (element == EL_QUICKSAND_EMPTYING)
8305 Feld[x][y] = get_next_element(element);
8306 element = Feld[newx][newy] = Store[x][y];
8308 else if (element == EL_QUICKSAND_FAST_FILLING)
8310 element = Feld[newx][newy] = get_next_element(element);
8311 Store[newx][newy] = Store[x][y];
8313 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8315 Feld[x][y] = get_next_element(element);
8316 element = Feld[newx][newy] = Store[x][y];
8318 else if (element == EL_MAGIC_WALL_FILLING)
8320 element = Feld[newx][newy] = get_next_element(element);
8321 if (!game.magic_wall_active)
8322 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8323 Store[newx][newy] = Store[x][y];
8325 else if (element == EL_MAGIC_WALL_EMPTYING)
8327 Feld[x][y] = get_next_element(element);
8328 if (!game.magic_wall_active)
8329 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8330 element = Feld[newx][newy] = Store[x][y];
8332 InitField(newx, newy, FALSE);
8334 else if (element == EL_BD_MAGIC_WALL_FILLING)
8336 element = Feld[newx][newy] = get_next_element(element);
8337 if (!game.magic_wall_active)
8338 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8339 Store[newx][newy] = Store[x][y];
8341 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8343 Feld[x][y] = get_next_element(element);
8344 if (!game.magic_wall_active)
8345 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8346 element = Feld[newx][newy] = Store[x][y];
8348 InitField(newx, newy, FALSE);
8350 else if (element == EL_DC_MAGIC_WALL_FILLING)
8352 element = Feld[newx][newy] = get_next_element(element);
8353 if (!game.magic_wall_active)
8354 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8355 Store[newx][newy] = Store[x][y];
8357 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8359 Feld[x][y] = get_next_element(element);
8360 if (!game.magic_wall_active)
8361 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8362 element = Feld[newx][newy] = Store[x][y];
8364 InitField(newx, newy, FALSE);
8366 else if (element == EL_AMOEBA_DROPPING)
8368 Feld[x][y] = get_next_element(element);
8369 element = Feld[newx][newy] = Store[x][y];
8371 else if (element == EL_SOKOBAN_OBJECT)
8374 Feld[x][y] = Back[x][y];
8376 if (Back[newx][newy])
8377 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8379 Back[x][y] = Back[newx][newy] = 0;
8382 Store[x][y] = EL_EMPTY;
8387 MovDelay[newx][newy] = 0;
8389 if (CAN_CHANGE_OR_HAS_ACTION(element))
8391 // copy element change control values to new field
8392 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8393 ChangePage[newx][newy] = ChangePage[x][y];
8394 ChangeCount[newx][newy] = ChangeCount[x][y];
8395 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8398 CustomValue[newx][newy] = CustomValue[x][y];
8400 ChangeDelay[x][y] = 0;
8401 ChangePage[x][y] = -1;
8402 ChangeCount[x][y] = 0;
8403 ChangeEvent[x][y] = -1;
8405 CustomValue[x][y] = 0;
8407 // copy animation control values to new field
8408 GfxFrame[newx][newy] = GfxFrame[x][y];
8409 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8410 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8411 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8413 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8415 // some elements can leave other elements behind after moving
8416 if (ei->move_leave_element != EL_EMPTY &&
8417 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8418 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8420 int move_leave_element = ei->move_leave_element;
8422 // this makes it possible to leave the removed element again
8423 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8424 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8426 Feld[x][y] = move_leave_element;
8428 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8429 MovDir[x][y] = direction;
8431 InitField(x, y, FALSE);
8433 if (GFX_CRUMBLED(Feld[x][y]))
8434 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8436 if (ELEM_IS_PLAYER(move_leave_element))
8437 RelocatePlayer(x, y, move_leave_element);
8440 // do this after checking for left-behind element
8441 ResetGfxAnimation(x, y); // reset animation values for old field
8443 if (!CAN_MOVE(element) ||
8444 (CAN_FALL(element) && direction == MV_DOWN &&
8445 (element == EL_SPRING ||
8446 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8447 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8448 GfxDir[x][y] = MovDir[newx][newy] = 0;
8450 TEST_DrawLevelField(x, y);
8451 TEST_DrawLevelField(newx, newy);
8453 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8455 // prevent pushed element from moving on in pushed direction
8456 if (pushed_by_player && CAN_MOVE(element) &&
8457 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8458 !(element_info[element].move_pattern & direction))
8459 TurnRound(newx, newy);
8461 // prevent elements on conveyor belt from moving on in last direction
8462 if (pushed_by_conveyor && CAN_FALL(element) &&
8463 direction & MV_HORIZONTAL)
8464 MovDir[newx][newy] = 0;
8466 if (!pushed_by_player)
8468 int nextx = newx + dx, nexty = newy + dy;
8469 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8471 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8473 if (CAN_FALL(element) && direction == MV_DOWN)
8474 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8476 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8477 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8479 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8480 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8483 if (DONT_TOUCH(element)) // object may be nasty to player or others
8485 TestIfBadThingTouchesPlayer(newx, newy);
8486 TestIfBadThingTouchesFriend(newx, newy);
8488 if (!IS_CUSTOM_ELEMENT(element))
8489 TestIfBadThingTouchesOtherBadThing(newx, newy);
8491 else if (element == EL_PENGUIN)
8492 TestIfFriendTouchesBadThing(newx, newy);
8494 if (DONT_GET_HIT_BY(element))
8496 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8499 // give the player one last chance (one more frame) to move away
8500 if (CAN_FALL(element) && direction == MV_DOWN &&
8501 (last_line || (!IS_FREE(x, newy + 1) &&
8502 (!IS_PLAYER(x, newy + 1) ||
8503 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8506 if (pushed_by_player && !game.use_change_when_pushing_bug)
8508 int push_side = MV_DIR_OPPOSITE(direction);
8509 struct PlayerInfo *player = PLAYERINFO(x, y);
8511 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8512 player->index_bit, push_side);
8513 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8514 player->index_bit, push_side);
8517 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8518 MovDelay[newx][newy] = 1;
8520 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8522 TestIfElementTouchesCustomElement(x, y); // empty or new element
8523 TestIfElementHitsCustomElement(newx, newy, direction);
8524 TestIfPlayerTouchesCustomElement(newx, newy);
8525 TestIfElementTouchesCustomElement(newx, newy);
8527 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8528 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8529 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8530 MV_DIR_OPPOSITE(direction));
8533 int AmoebeNachbarNr(int ax, int ay)
8536 int element = Feld[ax][ay];
8538 static int xy[4][2] =
8546 for (i = 0; i < NUM_DIRECTIONS; i++)
8548 int x = ax + xy[i][0];
8549 int y = ay + xy[i][1];
8551 if (!IN_LEV_FIELD(x, y))
8554 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8555 group_nr = AmoebaNr[x][y];
8561 static void AmoebenVereinigen(int ax, int ay)
8563 int i, x, y, xx, yy;
8564 int new_group_nr = AmoebaNr[ax][ay];
8565 static int xy[4][2] =
8573 if (new_group_nr == 0)
8576 for (i = 0; i < NUM_DIRECTIONS; i++)
8581 if (!IN_LEV_FIELD(x, y))
8584 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8585 Feld[x][y] == EL_BD_AMOEBA ||
8586 Feld[x][y] == EL_AMOEBA_DEAD) &&
8587 AmoebaNr[x][y] != new_group_nr)
8589 int old_group_nr = AmoebaNr[x][y];
8591 if (old_group_nr == 0)
8594 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8595 AmoebaCnt[old_group_nr] = 0;
8596 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8597 AmoebaCnt2[old_group_nr] = 0;
8599 SCAN_PLAYFIELD(xx, yy)
8601 if (AmoebaNr[xx][yy] == old_group_nr)
8602 AmoebaNr[xx][yy] = new_group_nr;
8608 void AmoebeUmwandeln(int ax, int ay)
8612 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8614 int group_nr = AmoebaNr[ax][ay];
8619 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8620 printf("AmoebeUmwandeln(): This should never happen!\n");
8625 SCAN_PLAYFIELD(x, y)
8627 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8630 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8634 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8635 SND_AMOEBA_TURNING_TO_GEM :
8636 SND_AMOEBA_TURNING_TO_ROCK));
8641 static int xy[4][2] =
8649 for (i = 0; i < NUM_DIRECTIONS; i++)
8654 if (!IN_LEV_FIELD(x, y))
8657 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8659 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8660 SND_AMOEBA_TURNING_TO_GEM :
8661 SND_AMOEBA_TURNING_TO_ROCK));
8668 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8671 int group_nr = AmoebaNr[ax][ay];
8672 boolean done = FALSE;
8677 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8678 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8683 SCAN_PLAYFIELD(x, y)
8685 if (AmoebaNr[x][y] == group_nr &&
8686 (Feld[x][y] == EL_AMOEBA_DEAD ||
8687 Feld[x][y] == EL_BD_AMOEBA ||
8688 Feld[x][y] == EL_AMOEBA_GROWING))
8691 Feld[x][y] = new_element;
8692 InitField(x, y, FALSE);
8693 TEST_DrawLevelField(x, y);
8699 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8700 SND_BD_AMOEBA_TURNING_TO_ROCK :
8701 SND_BD_AMOEBA_TURNING_TO_GEM));
8704 static void AmoebeWaechst(int x, int y)
8706 static unsigned int sound_delay = 0;
8707 static unsigned int sound_delay_value = 0;
8709 if (!MovDelay[x][y]) // start new growing cycle
8713 if (DelayReached(&sound_delay, sound_delay_value))
8715 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8716 sound_delay_value = 30;
8720 if (MovDelay[x][y]) // wait some time before growing bigger
8723 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8725 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8726 6 - MovDelay[x][y]);
8728 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8731 if (!MovDelay[x][y])
8733 Feld[x][y] = Store[x][y];
8735 TEST_DrawLevelField(x, y);
8740 static void AmoebaDisappearing(int x, int y)
8742 static unsigned int sound_delay = 0;
8743 static unsigned int sound_delay_value = 0;
8745 if (!MovDelay[x][y]) // start new shrinking cycle
8749 if (DelayReached(&sound_delay, sound_delay_value))
8750 sound_delay_value = 30;
8753 if (MovDelay[x][y]) // wait some time before shrinking
8756 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8758 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8759 6 - MovDelay[x][y]);
8761 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8764 if (!MovDelay[x][y])
8766 Feld[x][y] = EL_EMPTY;
8767 TEST_DrawLevelField(x, y);
8769 // don't let mole enter this field in this cycle;
8770 // (give priority to objects falling to this field from above)
8776 static void AmoebeAbleger(int ax, int ay)
8779 int element = Feld[ax][ay];
8780 int graphic = el2img(element);
8781 int newax = ax, neway = ay;
8782 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8783 static int xy[4][2] =
8791 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8793 Feld[ax][ay] = EL_AMOEBA_DEAD;
8794 TEST_DrawLevelField(ax, ay);
8798 if (IS_ANIMATED(graphic))
8799 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8801 if (!MovDelay[ax][ay]) // start making new amoeba field
8802 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8804 if (MovDelay[ax][ay]) // wait some time before making new amoeba
8807 if (MovDelay[ax][ay])
8811 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
8814 int x = ax + xy[start][0];
8815 int y = ay + xy[start][1];
8817 if (!IN_LEV_FIELD(x, y))
8820 if (IS_FREE(x, y) ||
8821 CAN_GROW_INTO(Feld[x][y]) ||
8822 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8823 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8829 if (newax == ax && neway == ay)
8832 else // normal or "filled" (BD style) amoeba
8835 boolean waiting_for_player = FALSE;
8837 for (i = 0; i < NUM_DIRECTIONS; i++)
8839 int j = (start + i) % 4;
8840 int x = ax + xy[j][0];
8841 int y = ay + xy[j][1];
8843 if (!IN_LEV_FIELD(x, y))
8846 if (IS_FREE(x, y) ||
8847 CAN_GROW_INTO(Feld[x][y]) ||
8848 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8849 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8855 else if (IS_PLAYER(x, y))
8856 waiting_for_player = TRUE;
8859 if (newax == ax && neway == ay) // amoeba cannot grow
8861 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8863 Feld[ax][ay] = EL_AMOEBA_DEAD;
8864 TEST_DrawLevelField(ax, ay);
8865 AmoebaCnt[AmoebaNr[ax][ay]]--;
8867 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
8869 if (element == EL_AMOEBA_FULL)
8870 AmoebeUmwandeln(ax, ay);
8871 else if (element == EL_BD_AMOEBA)
8872 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8877 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8879 // amoeba gets larger by growing in some direction
8881 int new_group_nr = AmoebaNr[ax][ay];
8884 if (new_group_nr == 0)
8886 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8887 printf("AmoebeAbleger(): This should never happen!\n");
8892 AmoebaNr[newax][neway] = new_group_nr;
8893 AmoebaCnt[new_group_nr]++;
8894 AmoebaCnt2[new_group_nr]++;
8896 // if amoeba touches other amoeba(s) after growing, unify them
8897 AmoebenVereinigen(newax, neway);
8899 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8901 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8907 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8908 (neway == lev_fieldy - 1 && newax != ax))
8910 Feld[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
8911 Store[newax][neway] = element;
8913 else if (neway == ay || element == EL_EMC_DRIPPER)
8915 Feld[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
8917 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8921 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
8922 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8923 Store[ax][ay] = EL_AMOEBA_DROP;
8924 ContinueMoving(ax, ay);
8928 TEST_DrawLevelField(newax, neway);
8931 static void Life(int ax, int ay)
8935 int element = Feld[ax][ay];
8936 int graphic = el2img(element);
8937 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8939 boolean changed = FALSE;
8941 if (IS_ANIMATED(graphic))
8942 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8947 if (!MovDelay[ax][ay]) // start new "game of life" cycle
8948 MovDelay[ax][ay] = life_time;
8950 if (MovDelay[ax][ay]) // wait some time before next cycle
8953 if (MovDelay[ax][ay])
8957 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8959 int xx = ax+x1, yy = ay+y1;
8960 int old_element = Feld[xx][yy];
8961 int num_neighbours = 0;
8963 if (!IN_LEV_FIELD(xx, yy))
8966 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8968 int x = xx+x2, y = yy+y2;
8970 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8973 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
8974 boolean is_neighbour = FALSE;
8976 if (level.use_life_bugs)
8978 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
8979 (IS_FREE(x, y) && Stop[x][y]));
8982 (Last[x][y] == element || is_player_cell);
8988 boolean is_free = FALSE;
8990 if (level.use_life_bugs)
8991 is_free = (IS_FREE(xx, yy));
8993 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
8995 if (xx == ax && yy == ay) // field in the middle
8997 if (num_neighbours < life_parameter[0] ||
8998 num_neighbours > life_parameter[1])
9000 Feld[xx][yy] = EL_EMPTY;
9001 if (Feld[xx][yy] != old_element)
9002 TEST_DrawLevelField(xx, yy);
9003 Stop[xx][yy] = TRUE;
9007 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
9008 { // free border field
9009 if (num_neighbours >= life_parameter[2] &&
9010 num_neighbours <= life_parameter[3])
9012 Feld[xx][yy] = element;
9013 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9014 if (Feld[xx][yy] != old_element)
9015 TEST_DrawLevelField(xx, yy);
9016 Stop[xx][yy] = TRUE;
9023 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9024 SND_GAME_OF_LIFE_GROWING);
9027 static void InitRobotWheel(int x, int y)
9029 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9032 static void RunRobotWheel(int x, int y)
9034 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9037 static void StopRobotWheel(int x, int y)
9039 if (game.robot_wheel_x == x &&
9040 game.robot_wheel_y == y)
9042 game.robot_wheel_x = -1;
9043 game.robot_wheel_y = -1;
9044 game.robot_wheel_active = FALSE;
9048 static void InitTimegateWheel(int x, int y)
9050 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9053 static void RunTimegateWheel(int x, int y)
9055 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9058 static void InitMagicBallDelay(int x, int y)
9060 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9063 static void ActivateMagicBall(int bx, int by)
9067 if (level.ball_random)
9069 int pos_border = RND(8); // select one of the eight border elements
9070 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9071 int xx = pos_content % 3;
9072 int yy = pos_content / 3;
9077 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9078 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9082 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9084 int xx = x - bx + 1;
9085 int yy = y - by + 1;
9087 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9088 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9092 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9095 static void CheckExit(int x, int y)
9097 if (game.gems_still_needed > 0 ||
9098 game.sokoban_fields_still_needed > 0 ||
9099 game.sokoban_objects_still_needed > 0 ||
9100 game.lights_still_needed > 0)
9102 int element = Feld[x][y];
9103 int graphic = el2img(element);
9105 if (IS_ANIMATED(graphic))
9106 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9111 // do not re-open exit door closed after last player
9112 if (game.all_players_gone)
9115 Feld[x][y] = EL_EXIT_OPENING;
9117 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9120 static void CheckExitEM(int x, int y)
9122 if (game.gems_still_needed > 0 ||
9123 game.sokoban_fields_still_needed > 0 ||
9124 game.sokoban_objects_still_needed > 0 ||
9125 game.lights_still_needed > 0)
9127 int element = Feld[x][y];
9128 int graphic = el2img(element);
9130 if (IS_ANIMATED(graphic))
9131 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9136 // do not re-open exit door closed after last player
9137 if (game.all_players_gone)
9140 Feld[x][y] = EL_EM_EXIT_OPENING;
9142 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9145 static void CheckExitSteel(int x, int y)
9147 if (game.gems_still_needed > 0 ||
9148 game.sokoban_fields_still_needed > 0 ||
9149 game.sokoban_objects_still_needed > 0 ||
9150 game.lights_still_needed > 0)
9152 int element = Feld[x][y];
9153 int graphic = el2img(element);
9155 if (IS_ANIMATED(graphic))
9156 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9161 // do not re-open exit door closed after last player
9162 if (game.all_players_gone)
9165 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9167 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9170 static void CheckExitSteelEM(int x, int y)
9172 if (game.gems_still_needed > 0 ||
9173 game.sokoban_fields_still_needed > 0 ||
9174 game.sokoban_objects_still_needed > 0 ||
9175 game.lights_still_needed > 0)
9177 int element = Feld[x][y];
9178 int graphic = el2img(element);
9180 if (IS_ANIMATED(graphic))
9181 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9186 // do not re-open exit door closed after last player
9187 if (game.all_players_gone)
9190 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9192 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9195 static void CheckExitSP(int x, int y)
9197 if (game.gems_still_needed > 0)
9199 int element = Feld[x][y];
9200 int graphic = el2img(element);
9202 if (IS_ANIMATED(graphic))
9203 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9208 // do not re-open exit door closed after last player
9209 if (game.all_players_gone)
9212 Feld[x][y] = EL_SP_EXIT_OPENING;
9214 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9217 static void CloseAllOpenTimegates(void)
9221 SCAN_PLAYFIELD(x, y)
9223 int element = Feld[x][y];
9225 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9227 Feld[x][y] = EL_TIMEGATE_CLOSING;
9229 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9234 static void DrawTwinkleOnField(int x, int y)
9236 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9239 if (Feld[x][y] == EL_BD_DIAMOND)
9242 if (MovDelay[x][y] == 0) // next animation frame
9243 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9245 if (MovDelay[x][y] != 0) // wait some time before next frame
9249 DrawLevelElementAnimation(x, y, Feld[x][y]);
9251 if (MovDelay[x][y] != 0)
9253 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9254 10 - MovDelay[x][y]);
9256 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9261 static void MauerWaechst(int x, int y)
9265 if (!MovDelay[x][y]) // next animation frame
9266 MovDelay[x][y] = 3 * delay;
9268 if (MovDelay[x][y]) // wait some time before next frame
9272 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9274 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9275 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9277 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9280 if (!MovDelay[x][y])
9282 if (MovDir[x][y] == MV_LEFT)
9284 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9285 TEST_DrawLevelField(x - 1, y);
9287 else if (MovDir[x][y] == MV_RIGHT)
9289 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9290 TEST_DrawLevelField(x + 1, y);
9292 else if (MovDir[x][y] == MV_UP)
9294 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9295 TEST_DrawLevelField(x, y - 1);
9299 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9300 TEST_DrawLevelField(x, y + 1);
9303 Feld[x][y] = Store[x][y];
9305 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9306 TEST_DrawLevelField(x, y);
9311 static void MauerAbleger(int ax, int ay)
9313 int element = Feld[ax][ay];
9314 int graphic = el2img(element);
9315 boolean oben_frei = FALSE, unten_frei = FALSE;
9316 boolean links_frei = FALSE, rechts_frei = FALSE;
9317 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9318 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9319 boolean new_wall = FALSE;
9321 if (IS_ANIMATED(graphic))
9322 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9324 if (!MovDelay[ax][ay]) // start building new wall
9325 MovDelay[ax][ay] = 6;
9327 if (MovDelay[ax][ay]) // wait some time before building new wall
9330 if (MovDelay[ax][ay])
9334 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9336 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9338 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9340 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9343 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9344 element == EL_EXPANDABLE_WALL_ANY)
9348 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9349 Store[ax][ay-1] = element;
9350 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9351 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9352 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9353 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9358 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9359 Store[ax][ay+1] = element;
9360 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9361 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9362 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9363 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9368 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9369 element == EL_EXPANDABLE_WALL_ANY ||
9370 element == EL_EXPANDABLE_WALL ||
9371 element == EL_BD_EXPANDABLE_WALL)
9375 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9376 Store[ax-1][ay] = element;
9377 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9378 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9379 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9380 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9386 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9387 Store[ax+1][ay] = element;
9388 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9389 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9390 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9391 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9396 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9397 TEST_DrawLevelField(ax, ay);
9399 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9401 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9402 unten_massiv = TRUE;
9403 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9404 links_massiv = TRUE;
9405 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9406 rechts_massiv = TRUE;
9408 if (((oben_massiv && unten_massiv) ||
9409 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9410 element == EL_EXPANDABLE_WALL) &&
9411 ((links_massiv && rechts_massiv) ||
9412 element == EL_EXPANDABLE_WALL_VERTICAL))
9413 Feld[ax][ay] = EL_WALL;
9416 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9419 static void MauerAblegerStahl(int ax, int ay)
9421 int element = Feld[ax][ay];
9422 int graphic = el2img(element);
9423 boolean oben_frei = FALSE, unten_frei = FALSE;
9424 boolean links_frei = FALSE, rechts_frei = FALSE;
9425 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9426 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9427 boolean new_wall = FALSE;
9429 if (IS_ANIMATED(graphic))
9430 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9432 if (!MovDelay[ax][ay]) // start building new wall
9433 MovDelay[ax][ay] = 6;
9435 if (MovDelay[ax][ay]) // wait some time before building new wall
9438 if (MovDelay[ax][ay])
9442 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9444 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9446 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9448 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9451 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9452 element == EL_EXPANDABLE_STEELWALL_ANY)
9456 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9457 Store[ax][ay-1] = element;
9458 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9459 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9460 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9461 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9466 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9467 Store[ax][ay+1] = element;
9468 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9469 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9470 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9471 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9476 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9477 element == EL_EXPANDABLE_STEELWALL_ANY)
9481 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9482 Store[ax-1][ay] = element;
9483 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9484 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9485 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9486 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9492 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9493 Store[ax+1][ay] = element;
9494 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9495 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9496 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9497 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9502 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9504 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9505 unten_massiv = TRUE;
9506 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9507 links_massiv = TRUE;
9508 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9509 rechts_massiv = TRUE;
9511 if (((oben_massiv && unten_massiv) ||
9512 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9513 ((links_massiv && rechts_massiv) ||
9514 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9515 Feld[ax][ay] = EL_STEELWALL;
9518 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9521 static void CheckForDragon(int x, int y)
9524 boolean dragon_found = FALSE;
9525 static int xy[4][2] =
9533 for (i = 0; i < NUM_DIRECTIONS; i++)
9535 for (j = 0; j < 4; j++)
9537 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9539 if (IN_LEV_FIELD(xx, yy) &&
9540 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9542 if (Feld[xx][yy] == EL_DRAGON)
9543 dragon_found = TRUE;
9552 for (i = 0; i < NUM_DIRECTIONS; i++)
9554 for (j = 0; j < 3; j++)
9556 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9558 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9560 Feld[xx][yy] = EL_EMPTY;
9561 TEST_DrawLevelField(xx, yy);
9570 static void InitBuggyBase(int x, int y)
9572 int element = Feld[x][y];
9573 int activating_delay = FRAMES_PER_SECOND / 4;
9576 (element == EL_SP_BUGGY_BASE ?
9577 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9578 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9580 element == EL_SP_BUGGY_BASE_ACTIVE ?
9581 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9584 static void WarnBuggyBase(int x, int y)
9587 static int xy[4][2] =
9595 for (i = 0; i < NUM_DIRECTIONS; i++)
9597 int xx = x + xy[i][0];
9598 int yy = y + xy[i][1];
9600 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9602 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9609 static void InitTrap(int x, int y)
9611 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9614 static void ActivateTrap(int x, int y)
9616 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9619 static void ChangeActiveTrap(int x, int y)
9621 int graphic = IMG_TRAP_ACTIVE;
9623 // if new animation frame was drawn, correct crumbled sand border
9624 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9625 TEST_DrawLevelFieldCrumbled(x, y);
9628 static int getSpecialActionElement(int element, int number, int base_element)
9630 return (element != EL_EMPTY ? element :
9631 number != -1 ? base_element + number - 1 :
9635 static int getModifiedActionNumber(int value_old, int operator, int operand,
9636 int value_min, int value_max)
9638 int value_new = (operator == CA_MODE_SET ? operand :
9639 operator == CA_MODE_ADD ? value_old + operand :
9640 operator == CA_MODE_SUBTRACT ? value_old - operand :
9641 operator == CA_MODE_MULTIPLY ? value_old * operand :
9642 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9643 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9646 return (value_new < value_min ? value_min :
9647 value_new > value_max ? value_max :
9651 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9653 struct ElementInfo *ei = &element_info[element];
9654 struct ElementChangeInfo *change = &ei->change_page[page];
9655 int target_element = change->target_element;
9656 int action_type = change->action_type;
9657 int action_mode = change->action_mode;
9658 int action_arg = change->action_arg;
9659 int action_element = change->action_element;
9662 if (!change->has_action)
9665 // ---------- determine action paramater values -----------------------------
9667 int level_time_value =
9668 (level.time > 0 ? TimeLeft :
9671 int action_arg_element_raw =
9672 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9673 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9674 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9675 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9676 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9677 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9678 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9680 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9682 int action_arg_direction =
9683 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9684 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9685 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9686 change->actual_trigger_side :
9687 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9688 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9691 int action_arg_number_min =
9692 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9695 int action_arg_number_max =
9696 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9697 action_type == CA_SET_LEVEL_GEMS ? 999 :
9698 action_type == CA_SET_LEVEL_TIME ? 9999 :
9699 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9700 action_type == CA_SET_CE_VALUE ? 9999 :
9701 action_type == CA_SET_CE_SCORE ? 9999 :
9704 int action_arg_number_reset =
9705 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9706 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9707 action_type == CA_SET_LEVEL_TIME ? level.time :
9708 action_type == CA_SET_LEVEL_SCORE ? 0 :
9709 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9710 action_type == CA_SET_CE_SCORE ? 0 :
9713 int action_arg_number =
9714 (action_arg <= CA_ARG_MAX ? action_arg :
9715 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9716 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9717 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9718 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9719 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9720 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9721 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9722 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9723 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9724 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9725 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
9726 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
9727 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9728 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9729 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9730 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9731 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9732 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9733 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9734 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9735 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9738 int action_arg_number_old =
9739 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
9740 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9741 action_type == CA_SET_LEVEL_SCORE ? game.score :
9742 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9743 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9746 int action_arg_number_new =
9747 getModifiedActionNumber(action_arg_number_old,
9748 action_mode, action_arg_number,
9749 action_arg_number_min, action_arg_number_max);
9751 int trigger_player_bits =
9752 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9753 change->actual_trigger_player_bits : change->trigger_player);
9755 int action_arg_player_bits =
9756 (action_arg >= CA_ARG_PLAYER_1 &&
9757 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9758 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9759 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9762 // ---------- execute action -----------------------------------------------
9764 switch (action_type)
9771 // ---------- level actions ----------------------------------------------
9773 case CA_RESTART_LEVEL:
9775 game.restart_level = TRUE;
9780 case CA_SHOW_ENVELOPE:
9782 int element = getSpecialActionElement(action_arg_element,
9783 action_arg_number, EL_ENVELOPE_1);
9785 if (IS_ENVELOPE(element))
9786 local_player->show_envelope = element;
9791 case CA_SET_LEVEL_TIME:
9793 if (level.time > 0) // only modify limited time value
9795 TimeLeft = action_arg_number_new;
9797 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9799 DisplayGameControlValues();
9801 if (!TimeLeft && setup.time_limit)
9802 for (i = 0; i < MAX_PLAYERS; i++)
9803 KillPlayer(&stored_player[i]);
9809 case CA_SET_LEVEL_SCORE:
9811 game.score = action_arg_number_new;
9813 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
9815 DisplayGameControlValues();
9820 case CA_SET_LEVEL_GEMS:
9822 game.gems_still_needed = action_arg_number_new;
9824 game.snapshot.collected_item = TRUE;
9826 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
9828 DisplayGameControlValues();
9833 case CA_SET_LEVEL_WIND:
9835 game.wind_direction = action_arg_direction;
9840 case CA_SET_LEVEL_RANDOM_SEED:
9842 // ensure that setting a new random seed while playing is predictable
9843 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9848 // ---------- player actions ---------------------------------------------
9850 case CA_MOVE_PLAYER:
9852 // automatically move to the next field in specified direction
9853 for (i = 0; i < MAX_PLAYERS; i++)
9854 if (trigger_player_bits & (1 << i))
9855 stored_player[i].programmed_action = action_arg_direction;
9860 case CA_EXIT_PLAYER:
9862 for (i = 0; i < MAX_PLAYERS; i++)
9863 if (action_arg_player_bits & (1 << i))
9864 ExitPlayer(&stored_player[i]);
9866 if (game.players_still_needed == 0)
9872 case CA_KILL_PLAYER:
9874 for (i = 0; i < MAX_PLAYERS; i++)
9875 if (action_arg_player_bits & (1 << i))
9876 KillPlayer(&stored_player[i]);
9881 case CA_SET_PLAYER_KEYS:
9883 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9884 int element = getSpecialActionElement(action_arg_element,
9885 action_arg_number, EL_KEY_1);
9887 if (IS_KEY(element))
9889 for (i = 0; i < MAX_PLAYERS; i++)
9891 if (trigger_player_bits & (1 << i))
9893 stored_player[i].key[KEY_NR(element)] = key_state;
9895 DrawGameDoorValues();
9903 case CA_SET_PLAYER_SPEED:
9905 for (i = 0; i < MAX_PLAYERS; i++)
9907 if (trigger_player_bits & (1 << i))
9909 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9911 if (action_arg == CA_ARG_SPEED_FASTER &&
9912 stored_player[i].cannot_move)
9914 action_arg_number = STEPSIZE_VERY_SLOW;
9916 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9917 action_arg == CA_ARG_SPEED_FASTER)
9919 action_arg_number = 2;
9920 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9923 else if (action_arg == CA_ARG_NUMBER_RESET)
9925 action_arg_number = level.initial_player_stepsize[i];
9929 getModifiedActionNumber(move_stepsize,
9932 action_arg_number_min,
9933 action_arg_number_max);
9935 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9942 case CA_SET_PLAYER_SHIELD:
9944 for (i = 0; i < MAX_PLAYERS; i++)
9946 if (trigger_player_bits & (1 << i))
9948 if (action_arg == CA_ARG_SHIELD_OFF)
9950 stored_player[i].shield_normal_time_left = 0;
9951 stored_player[i].shield_deadly_time_left = 0;
9953 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9955 stored_player[i].shield_normal_time_left = 999999;
9957 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9959 stored_player[i].shield_normal_time_left = 999999;
9960 stored_player[i].shield_deadly_time_left = 999999;
9968 case CA_SET_PLAYER_GRAVITY:
9970 for (i = 0; i < MAX_PLAYERS; i++)
9972 if (trigger_player_bits & (1 << i))
9974 stored_player[i].gravity =
9975 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9976 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9977 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9978 stored_player[i].gravity);
9985 case CA_SET_PLAYER_ARTWORK:
9987 for (i = 0; i < MAX_PLAYERS; i++)
9989 if (trigger_player_bits & (1 << i))
9991 int artwork_element = action_arg_element;
9993 if (action_arg == CA_ARG_ELEMENT_RESET)
9995 (level.use_artwork_element[i] ? level.artwork_element[i] :
9996 stored_player[i].element_nr);
9998 if (stored_player[i].artwork_element != artwork_element)
9999 stored_player[i].Frame = 0;
10001 stored_player[i].artwork_element = artwork_element;
10003 SetPlayerWaiting(&stored_player[i], FALSE);
10005 // set number of special actions for bored and sleeping animation
10006 stored_player[i].num_special_action_bored =
10007 get_num_special_action(artwork_element,
10008 ACTION_BORING_1, ACTION_BORING_LAST);
10009 stored_player[i].num_special_action_sleeping =
10010 get_num_special_action(artwork_element,
10011 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10018 case CA_SET_PLAYER_INVENTORY:
10020 for (i = 0; i < MAX_PLAYERS; i++)
10022 struct PlayerInfo *player = &stored_player[i];
10025 if (trigger_player_bits & (1 << i))
10027 int inventory_element = action_arg_element;
10029 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10030 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10031 action_arg == CA_ARG_ELEMENT_ACTION)
10033 int element = inventory_element;
10034 int collect_count = element_info[element].collect_count_initial;
10036 if (!IS_CUSTOM_ELEMENT(element))
10039 if (collect_count == 0)
10040 player->inventory_infinite_element = element;
10042 for (k = 0; k < collect_count; k++)
10043 if (player->inventory_size < MAX_INVENTORY_SIZE)
10044 player->inventory_element[player->inventory_size++] =
10047 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10048 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10049 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10051 if (player->inventory_infinite_element != EL_UNDEFINED &&
10052 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10053 action_arg_element_raw))
10054 player->inventory_infinite_element = EL_UNDEFINED;
10056 for (k = 0, j = 0; j < player->inventory_size; j++)
10058 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10059 action_arg_element_raw))
10060 player->inventory_element[k++] = player->inventory_element[j];
10063 player->inventory_size = k;
10065 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10067 if (player->inventory_size > 0)
10069 for (j = 0; j < player->inventory_size - 1; j++)
10070 player->inventory_element[j] = player->inventory_element[j + 1];
10072 player->inventory_size--;
10075 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10077 if (player->inventory_size > 0)
10078 player->inventory_size--;
10080 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10082 player->inventory_infinite_element = EL_UNDEFINED;
10083 player->inventory_size = 0;
10085 else if (action_arg == CA_ARG_INVENTORY_RESET)
10087 player->inventory_infinite_element = EL_UNDEFINED;
10088 player->inventory_size = 0;
10090 if (level.use_initial_inventory[i])
10092 for (j = 0; j < level.initial_inventory_size[i]; j++)
10094 int element = level.initial_inventory_content[i][j];
10095 int collect_count = element_info[element].collect_count_initial;
10097 if (!IS_CUSTOM_ELEMENT(element))
10100 if (collect_count == 0)
10101 player->inventory_infinite_element = element;
10103 for (k = 0; k < collect_count; k++)
10104 if (player->inventory_size < MAX_INVENTORY_SIZE)
10105 player->inventory_element[player->inventory_size++] =
10116 // ---------- CE actions -------------------------------------------------
10118 case CA_SET_CE_VALUE:
10120 int last_ce_value = CustomValue[x][y];
10122 CustomValue[x][y] = action_arg_number_new;
10124 if (CustomValue[x][y] != last_ce_value)
10126 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10127 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10129 if (CustomValue[x][y] == 0)
10131 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10132 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10139 case CA_SET_CE_SCORE:
10141 int last_ce_score = ei->collect_score;
10143 ei->collect_score = action_arg_number_new;
10145 if (ei->collect_score != last_ce_score)
10147 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10148 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10150 if (ei->collect_score == 0)
10154 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10155 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10158 This is a very special case that seems to be a mixture between
10159 CheckElementChange() and CheckTriggeredElementChange(): while
10160 the first one only affects single elements that are triggered
10161 directly, the second one affects multiple elements in the playfield
10162 that are triggered indirectly by another element. This is a third
10163 case: Changing the CE score always affects multiple identical CEs,
10164 so every affected CE must be checked, not only the single CE for
10165 which the CE score was changed in the first place (as every instance
10166 of that CE shares the same CE score, and therefore also can change)!
10168 SCAN_PLAYFIELD(xx, yy)
10170 if (Feld[xx][yy] == element)
10171 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10172 CE_SCORE_GETS_ZERO);
10180 case CA_SET_CE_ARTWORK:
10182 int artwork_element = action_arg_element;
10183 boolean reset_frame = FALSE;
10186 if (action_arg == CA_ARG_ELEMENT_RESET)
10187 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10190 if (ei->gfx_element != artwork_element)
10191 reset_frame = TRUE;
10193 ei->gfx_element = artwork_element;
10195 SCAN_PLAYFIELD(xx, yy)
10197 if (Feld[xx][yy] == element)
10201 ResetGfxAnimation(xx, yy);
10202 ResetRandomAnimationValue(xx, yy);
10205 TEST_DrawLevelField(xx, yy);
10212 // ---------- engine actions ---------------------------------------------
10214 case CA_SET_ENGINE_SCAN_MODE:
10216 InitPlayfieldScanMode(action_arg);
10226 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10228 int old_element = Feld[x][y];
10229 int new_element = GetElementFromGroupElement(element);
10230 int previous_move_direction = MovDir[x][y];
10231 int last_ce_value = CustomValue[x][y];
10232 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10233 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10234 boolean add_player_onto_element = (new_element_is_player &&
10235 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10236 IS_WALKABLE(old_element));
10238 if (!add_player_onto_element)
10240 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10241 RemoveMovingField(x, y);
10245 Feld[x][y] = new_element;
10247 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10248 MovDir[x][y] = previous_move_direction;
10250 if (element_info[new_element].use_last_ce_value)
10251 CustomValue[x][y] = last_ce_value;
10253 InitField_WithBug1(x, y, FALSE);
10255 new_element = Feld[x][y]; // element may have changed
10257 ResetGfxAnimation(x, y);
10258 ResetRandomAnimationValue(x, y);
10260 TEST_DrawLevelField(x, y);
10262 if (GFX_CRUMBLED(new_element))
10263 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10266 // check if element under the player changes from accessible to unaccessible
10267 // (needed for special case of dropping element which then changes)
10268 // (must be checked after creating new element for walkable group elements)
10269 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10270 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10277 // "ChangeCount" not set yet to allow "entered by player" change one time
10278 if (new_element_is_player)
10279 RelocatePlayer(x, y, new_element);
10282 ChangeCount[x][y]++; // count number of changes in the same frame
10284 TestIfBadThingTouchesPlayer(x, y);
10285 TestIfPlayerTouchesCustomElement(x, y);
10286 TestIfElementTouchesCustomElement(x, y);
10289 static void CreateField(int x, int y, int element)
10291 CreateFieldExt(x, y, element, FALSE);
10294 static void CreateElementFromChange(int x, int y, int element)
10296 element = GET_VALID_RUNTIME_ELEMENT(element);
10298 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10300 int old_element = Feld[x][y];
10302 // prevent changed element from moving in same engine frame
10303 // unless both old and new element can either fall or move
10304 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10305 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10309 CreateFieldExt(x, y, element, TRUE);
10312 static boolean ChangeElement(int x, int y, int element, int page)
10314 struct ElementInfo *ei = &element_info[element];
10315 struct ElementChangeInfo *change = &ei->change_page[page];
10316 int ce_value = CustomValue[x][y];
10317 int ce_score = ei->collect_score;
10318 int target_element;
10319 int old_element = Feld[x][y];
10321 // always use default change event to prevent running into a loop
10322 if (ChangeEvent[x][y] == -1)
10323 ChangeEvent[x][y] = CE_DELAY;
10325 if (ChangeEvent[x][y] == CE_DELAY)
10327 // reset actual trigger element, trigger player and action element
10328 change->actual_trigger_element = EL_EMPTY;
10329 change->actual_trigger_player = EL_EMPTY;
10330 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10331 change->actual_trigger_side = CH_SIDE_NONE;
10332 change->actual_trigger_ce_value = 0;
10333 change->actual_trigger_ce_score = 0;
10336 // do not change elements more than a specified maximum number of changes
10337 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10340 ChangeCount[x][y]++; // count number of changes in the same frame
10342 if (change->explode)
10349 if (change->use_target_content)
10351 boolean complete_replace = TRUE;
10352 boolean can_replace[3][3];
10355 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10358 boolean is_walkable;
10359 boolean is_diggable;
10360 boolean is_collectible;
10361 boolean is_removable;
10362 boolean is_destructible;
10363 int ex = x + xx - 1;
10364 int ey = y + yy - 1;
10365 int content_element = change->target_content.e[xx][yy];
10368 can_replace[xx][yy] = TRUE;
10370 if (ex == x && ey == y) // do not check changing element itself
10373 if (content_element == EL_EMPTY_SPACE)
10375 can_replace[xx][yy] = FALSE; // do not replace border with space
10380 if (!IN_LEV_FIELD(ex, ey))
10382 can_replace[xx][yy] = FALSE;
10383 complete_replace = FALSE;
10390 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10391 e = MovingOrBlocked2Element(ex, ey);
10393 is_empty = (IS_FREE(ex, ey) ||
10394 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10396 is_walkable = (is_empty || IS_WALKABLE(e));
10397 is_diggable = (is_empty || IS_DIGGABLE(e));
10398 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10399 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10400 is_removable = (is_diggable || is_collectible);
10402 can_replace[xx][yy] =
10403 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10404 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10405 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10406 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10407 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10408 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10409 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10411 if (!can_replace[xx][yy])
10412 complete_replace = FALSE;
10415 if (!change->only_if_complete || complete_replace)
10417 boolean something_has_changed = FALSE;
10419 if (change->only_if_complete && change->use_random_replace &&
10420 RND(100) < change->random_percentage)
10423 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10425 int ex = x + xx - 1;
10426 int ey = y + yy - 1;
10427 int content_element;
10429 if (can_replace[xx][yy] && (!change->use_random_replace ||
10430 RND(100) < change->random_percentage))
10432 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10433 RemoveMovingField(ex, ey);
10435 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10437 content_element = change->target_content.e[xx][yy];
10438 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10439 ce_value, ce_score);
10441 CreateElementFromChange(ex, ey, target_element);
10443 something_has_changed = TRUE;
10445 // for symmetry reasons, freeze newly created border elements
10446 if (ex != x || ey != y)
10447 Stop[ex][ey] = TRUE; // no more moving in this frame
10451 if (something_has_changed)
10453 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10454 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10460 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10461 ce_value, ce_score);
10463 if (element == EL_DIAGONAL_GROWING ||
10464 element == EL_DIAGONAL_SHRINKING)
10466 target_element = Store[x][y];
10468 Store[x][y] = EL_EMPTY;
10471 CreateElementFromChange(x, y, target_element);
10473 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10474 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10477 // this uses direct change before indirect change
10478 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10483 static void HandleElementChange(int x, int y, int page)
10485 int element = MovingOrBlocked2Element(x, y);
10486 struct ElementInfo *ei = &element_info[element];
10487 struct ElementChangeInfo *change = &ei->change_page[page];
10488 boolean handle_action_before_change = FALSE;
10491 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10492 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10495 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10496 x, y, element, element_info[element].token_name);
10497 printf("HandleElementChange(): This should never happen!\n");
10502 // this can happen with classic bombs on walkable, changing elements
10503 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10508 if (ChangeDelay[x][y] == 0) // initialize element change
10510 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10512 if (change->can_change)
10514 // !!! not clear why graphic animation should be reset at all here !!!
10515 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10516 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10519 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10521 When using an animation frame delay of 1 (this only happens with
10522 "sp_zonk.moving.left/right" in the classic graphics), the default
10523 (non-moving) animation shows wrong animation frames (while the
10524 moving animation, like "sp_zonk.moving.left/right", is correct,
10525 so this graphical bug never shows up with the classic graphics).
10526 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10527 be drawn instead of the correct frames 0,1,2,3. This is caused by
10528 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10529 an element change: First when the change delay ("ChangeDelay[][]")
10530 counter has reached zero after decrementing, then a second time in
10531 the next frame (after "GfxFrame[][]" was already incremented) when
10532 "ChangeDelay[][]" is reset to the initial delay value again.
10534 This causes frame 0 to be drawn twice, while the last frame won't
10535 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10537 As some animations may already be cleverly designed around this bug
10538 (at least the "Snake Bite" snake tail animation does this), it cannot
10539 simply be fixed here without breaking such existing animations.
10540 Unfortunately, it cannot easily be detected if a graphics set was
10541 designed "before" or "after" the bug was fixed. As a workaround,
10542 a new graphics set option "game.graphics_engine_version" was added
10543 to be able to specify the game's major release version for which the
10544 graphics set was designed, which can then be used to decide if the
10545 bugfix should be used (version 4 and above) or not (version 3 or
10546 below, or if no version was specified at all, as with old sets).
10548 (The wrong/fixed animation frames can be tested with the test level set
10549 "test_gfxframe" and level "000", which contains a specially prepared
10550 custom element at level position (x/y) == (11/9) which uses the zonk
10551 animation mentioned above. Using "game.graphics_engine_version: 4"
10552 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10553 This can also be seen from the debug output for this test element.)
10556 // when a custom element is about to change (for example by change delay),
10557 // do not reset graphic animation when the custom element is moving
10558 if (game.graphics_engine_version < 4 &&
10561 ResetGfxAnimation(x, y);
10562 ResetRandomAnimationValue(x, y);
10565 if (change->pre_change_function)
10566 change->pre_change_function(x, y);
10570 ChangeDelay[x][y]--;
10572 if (ChangeDelay[x][y] != 0) // continue element change
10574 if (change->can_change)
10576 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10578 if (IS_ANIMATED(graphic))
10579 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10581 if (change->change_function)
10582 change->change_function(x, y);
10585 else // finish element change
10587 if (ChangePage[x][y] != -1) // remember page from delayed change
10589 page = ChangePage[x][y];
10590 ChangePage[x][y] = -1;
10592 change = &ei->change_page[page];
10595 if (IS_MOVING(x, y)) // never change a running system ;-)
10597 ChangeDelay[x][y] = 1; // try change after next move step
10598 ChangePage[x][y] = page; // remember page to use for change
10603 // special case: set new level random seed before changing element
10604 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10605 handle_action_before_change = TRUE;
10607 if (change->has_action && handle_action_before_change)
10608 ExecuteCustomElementAction(x, y, element, page);
10610 if (change->can_change)
10612 if (ChangeElement(x, y, element, page))
10614 if (change->post_change_function)
10615 change->post_change_function(x, y);
10619 if (change->has_action && !handle_action_before_change)
10620 ExecuteCustomElementAction(x, y, element, page);
10624 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10625 int trigger_element,
10627 int trigger_player,
10631 boolean change_done_any = FALSE;
10632 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10635 if (!(trigger_events[trigger_element][trigger_event]))
10638 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10640 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10642 int element = EL_CUSTOM_START + i;
10643 boolean change_done = FALSE;
10646 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10647 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10650 for (p = 0; p < element_info[element].num_change_pages; p++)
10652 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10654 if (change->can_change_or_has_action &&
10655 change->has_event[trigger_event] &&
10656 change->trigger_side & trigger_side &&
10657 change->trigger_player & trigger_player &&
10658 change->trigger_page & trigger_page_bits &&
10659 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10661 change->actual_trigger_element = trigger_element;
10662 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10663 change->actual_trigger_player_bits = trigger_player;
10664 change->actual_trigger_side = trigger_side;
10665 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10666 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10668 if ((change->can_change && !change_done) || change->has_action)
10672 SCAN_PLAYFIELD(x, y)
10674 if (Feld[x][y] == element)
10676 if (change->can_change && !change_done)
10678 // if element already changed in this frame, not only prevent
10679 // another element change (checked in ChangeElement()), but
10680 // also prevent additional element actions for this element
10682 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10683 !level.use_action_after_change_bug)
10686 ChangeDelay[x][y] = 1;
10687 ChangeEvent[x][y] = trigger_event;
10689 HandleElementChange(x, y, p);
10691 else if (change->has_action)
10693 // if element already changed in this frame, not only prevent
10694 // another element change (checked in ChangeElement()), but
10695 // also prevent additional element actions for this element
10697 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10698 !level.use_action_after_change_bug)
10701 ExecuteCustomElementAction(x, y, element, p);
10702 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10707 if (change->can_change)
10709 change_done = TRUE;
10710 change_done_any = TRUE;
10717 RECURSION_LOOP_DETECTION_END();
10719 return change_done_any;
10722 static boolean CheckElementChangeExt(int x, int y,
10724 int trigger_element,
10726 int trigger_player,
10729 boolean change_done = FALSE;
10732 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10733 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10736 if (Feld[x][y] == EL_BLOCKED)
10738 Blocked2Moving(x, y, &x, &y);
10739 element = Feld[x][y];
10742 // check if element has already changed or is about to change after moving
10743 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10744 Feld[x][y] != element) ||
10746 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10747 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10748 ChangePage[x][y] != -1)))
10751 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10753 for (p = 0; p < element_info[element].num_change_pages; p++)
10755 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10757 /* check trigger element for all events where the element that is checked
10758 for changing interacts with a directly adjacent element -- this is
10759 different to element changes that affect other elements to change on the
10760 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10761 boolean check_trigger_element =
10762 (trigger_event == CE_TOUCHING_X ||
10763 trigger_event == CE_HITTING_X ||
10764 trigger_event == CE_HIT_BY_X ||
10765 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
10767 if (change->can_change_or_has_action &&
10768 change->has_event[trigger_event] &&
10769 change->trigger_side & trigger_side &&
10770 change->trigger_player & trigger_player &&
10771 (!check_trigger_element ||
10772 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10774 change->actual_trigger_element = trigger_element;
10775 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10776 change->actual_trigger_player_bits = trigger_player;
10777 change->actual_trigger_side = trigger_side;
10778 change->actual_trigger_ce_value = CustomValue[x][y];
10779 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10781 // special case: trigger element not at (x,y) position for some events
10782 if (check_trigger_element)
10794 { 0, 0 }, { 0, 0 }, { 0, 0 },
10798 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10799 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10801 change->actual_trigger_ce_value = CustomValue[xx][yy];
10802 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10805 if (change->can_change && !change_done)
10807 ChangeDelay[x][y] = 1;
10808 ChangeEvent[x][y] = trigger_event;
10810 HandleElementChange(x, y, p);
10812 change_done = TRUE;
10814 else if (change->has_action)
10816 ExecuteCustomElementAction(x, y, element, p);
10817 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10822 RECURSION_LOOP_DETECTION_END();
10824 return change_done;
10827 static void PlayPlayerSound(struct PlayerInfo *player)
10829 int jx = player->jx, jy = player->jy;
10830 int sound_element = player->artwork_element;
10831 int last_action = player->last_action_waiting;
10832 int action = player->action_waiting;
10834 if (player->is_waiting)
10836 if (action != last_action)
10837 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10839 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10843 if (action != last_action)
10844 StopSound(element_info[sound_element].sound[last_action]);
10846 if (last_action == ACTION_SLEEPING)
10847 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10851 static void PlayAllPlayersSound(void)
10855 for (i = 0; i < MAX_PLAYERS; i++)
10856 if (stored_player[i].active)
10857 PlayPlayerSound(&stored_player[i]);
10860 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10862 boolean last_waiting = player->is_waiting;
10863 int move_dir = player->MovDir;
10865 player->dir_waiting = move_dir;
10866 player->last_action_waiting = player->action_waiting;
10870 if (!last_waiting) // not waiting -> waiting
10872 player->is_waiting = TRUE;
10874 player->frame_counter_bored =
10876 game.player_boring_delay_fixed +
10877 GetSimpleRandom(game.player_boring_delay_random);
10878 player->frame_counter_sleeping =
10880 game.player_sleeping_delay_fixed +
10881 GetSimpleRandom(game.player_sleeping_delay_random);
10883 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10886 if (game.player_sleeping_delay_fixed +
10887 game.player_sleeping_delay_random > 0 &&
10888 player->anim_delay_counter == 0 &&
10889 player->post_delay_counter == 0 &&
10890 FrameCounter >= player->frame_counter_sleeping)
10891 player->is_sleeping = TRUE;
10892 else if (game.player_boring_delay_fixed +
10893 game.player_boring_delay_random > 0 &&
10894 FrameCounter >= player->frame_counter_bored)
10895 player->is_bored = TRUE;
10897 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10898 player->is_bored ? ACTION_BORING :
10901 if (player->is_sleeping && player->use_murphy)
10903 // special case for sleeping Murphy when leaning against non-free tile
10905 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10906 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10907 !IS_MOVING(player->jx - 1, player->jy)))
10908 move_dir = MV_LEFT;
10909 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10910 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10911 !IS_MOVING(player->jx + 1, player->jy)))
10912 move_dir = MV_RIGHT;
10914 player->is_sleeping = FALSE;
10916 player->dir_waiting = move_dir;
10919 if (player->is_sleeping)
10921 if (player->num_special_action_sleeping > 0)
10923 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10925 int last_special_action = player->special_action_sleeping;
10926 int num_special_action = player->num_special_action_sleeping;
10927 int special_action =
10928 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10929 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10930 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10931 last_special_action + 1 : ACTION_SLEEPING);
10932 int special_graphic =
10933 el_act_dir2img(player->artwork_element, special_action, move_dir);
10935 player->anim_delay_counter =
10936 graphic_info[special_graphic].anim_delay_fixed +
10937 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10938 player->post_delay_counter =
10939 graphic_info[special_graphic].post_delay_fixed +
10940 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10942 player->special_action_sleeping = special_action;
10945 if (player->anim_delay_counter > 0)
10947 player->action_waiting = player->special_action_sleeping;
10948 player->anim_delay_counter--;
10950 else if (player->post_delay_counter > 0)
10952 player->post_delay_counter--;
10956 else if (player->is_bored)
10958 if (player->num_special_action_bored > 0)
10960 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10962 int special_action =
10963 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10964 int special_graphic =
10965 el_act_dir2img(player->artwork_element, special_action, move_dir);
10967 player->anim_delay_counter =
10968 graphic_info[special_graphic].anim_delay_fixed +
10969 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10970 player->post_delay_counter =
10971 graphic_info[special_graphic].post_delay_fixed +
10972 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10974 player->special_action_bored = special_action;
10977 if (player->anim_delay_counter > 0)
10979 player->action_waiting = player->special_action_bored;
10980 player->anim_delay_counter--;
10982 else if (player->post_delay_counter > 0)
10984 player->post_delay_counter--;
10989 else if (last_waiting) // waiting -> not waiting
10991 player->is_waiting = FALSE;
10992 player->is_bored = FALSE;
10993 player->is_sleeping = FALSE;
10995 player->frame_counter_bored = -1;
10996 player->frame_counter_sleeping = -1;
10998 player->anim_delay_counter = 0;
10999 player->post_delay_counter = 0;
11001 player->dir_waiting = player->MovDir;
11002 player->action_waiting = ACTION_DEFAULT;
11004 player->special_action_bored = ACTION_DEFAULT;
11005 player->special_action_sleeping = ACTION_DEFAULT;
11009 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11011 if ((!player->is_moving && player->was_moving) ||
11012 (player->MovPos == 0 && player->was_moving) ||
11013 (player->is_snapping && !player->was_snapping) ||
11014 (player->is_dropping && !player->was_dropping))
11016 if (!CheckSaveEngineSnapshotToList())
11019 player->was_moving = FALSE;
11020 player->was_snapping = TRUE;
11021 player->was_dropping = TRUE;
11025 if (player->is_moving)
11026 player->was_moving = TRUE;
11028 if (!player->is_snapping)
11029 player->was_snapping = FALSE;
11031 if (!player->is_dropping)
11032 player->was_dropping = FALSE;
11036 static void CheckSingleStepMode(struct PlayerInfo *player)
11038 if (tape.single_step && tape.recording && !tape.pausing)
11040 /* as it is called "single step mode", just return to pause mode when the
11041 player stopped moving after one tile (or never starts moving at all) */
11042 if (!player->is_moving &&
11043 !player->is_pushing &&
11044 !player->is_dropping_pressed)
11046 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11047 SnapField(player, 0, 0); // stop snapping
11051 CheckSaveEngineSnapshot(player);
11054 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11056 int left = player_action & JOY_LEFT;
11057 int right = player_action & JOY_RIGHT;
11058 int up = player_action & JOY_UP;
11059 int down = player_action & JOY_DOWN;
11060 int button1 = player_action & JOY_BUTTON_1;
11061 int button2 = player_action & JOY_BUTTON_2;
11062 int dx = (left ? -1 : right ? 1 : 0);
11063 int dy = (up ? -1 : down ? 1 : 0);
11065 if (!player->active || tape.pausing)
11071 SnapField(player, dx, dy);
11075 DropElement(player);
11077 MovePlayer(player, dx, dy);
11080 CheckSingleStepMode(player);
11082 SetPlayerWaiting(player, FALSE);
11084 return player_action;
11088 // no actions for this player (no input at player's configured device)
11090 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11091 SnapField(player, 0, 0);
11092 CheckGravityMovementWhenNotMoving(player);
11094 if (player->MovPos == 0)
11095 SetPlayerWaiting(player, TRUE);
11097 if (player->MovPos == 0) // needed for tape.playing
11098 player->is_moving = FALSE;
11100 player->is_dropping = FALSE;
11101 player->is_dropping_pressed = FALSE;
11102 player->drop_pressed_delay = 0;
11104 CheckSingleStepMode(player);
11110 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11113 if (!tape.use_mouse)
11116 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11117 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11118 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11121 static void SetTapeActionFromMouseAction(byte *tape_action,
11122 struct MouseActionInfo *mouse_action)
11124 if (!tape.use_mouse)
11127 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11128 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11129 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11132 static void CheckLevelSolved(void)
11134 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11136 if (game_em.level_solved &&
11137 !game_em.game_over) // game won
11141 game_em.game_over = TRUE;
11143 game.all_players_gone = TRUE;
11146 if (game_em.game_over) // game lost
11147 game.all_players_gone = TRUE;
11149 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11151 if (game_sp.level_solved &&
11152 !game_sp.game_over) // game won
11156 game_sp.game_over = TRUE;
11158 game.all_players_gone = TRUE;
11161 if (game_sp.game_over) // game lost
11162 game.all_players_gone = TRUE;
11164 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11166 if (game_mm.level_solved &&
11167 !game_mm.game_over) // game won
11171 game_mm.game_over = TRUE;
11173 game.all_players_gone = TRUE;
11176 if (game_mm.game_over) // game lost
11177 game.all_players_gone = TRUE;
11181 static void CheckLevelTime(void)
11185 if (TimeFrames >= FRAMES_PER_SECOND)
11190 for (i = 0; i < MAX_PLAYERS; i++)
11192 struct PlayerInfo *player = &stored_player[i];
11194 if (SHIELD_ON(player))
11196 player->shield_normal_time_left--;
11198 if (player->shield_deadly_time_left > 0)
11199 player->shield_deadly_time_left--;
11203 if (!game.LevelSolved && !level.use_step_counter)
11211 if (TimeLeft <= 10 && setup.time_limit)
11212 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11214 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11215 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11217 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11219 if (!TimeLeft && setup.time_limit)
11221 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11222 level.native_em_level->lev->killed_out_of_time = TRUE;
11224 for (i = 0; i < MAX_PLAYERS; i++)
11225 KillPlayer(&stored_player[i]);
11228 else if (game.no_time_limit && !game.all_players_gone)
11230 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11233 level.native_em_level->lev->time =
11234 (game.no_time_limit ? TimePlayed : TimeLeft);
11237 if (tape.recording || tape.playing)
11238 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11241 if (tape.recording || tape.playing)
11242 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11244 UpdateAndDisplayGameControlValues();
11247 void AdvanceFrameAndPlayerCounters(int player_nr)
11251 // advance frame counters (global frame counter and time frame counter)
11255 // advance player counters (counters for move delay, move animation etc.)
11256 for (i = 0; i < MAX_PLAYERS; i++)
11258 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11259 int move_delay_value = stored_player[i].move_delay_value;
11260 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11262 if (!advance_player_counters) // not all players may be affected
11265 if (move_frames == 0) // less than one move per game frame
11267 int stepsize = TILEX / move_delay_value;
11268 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11269 int count = (stored_player[i].is_moving ?
11270 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11272 if (count % delay == 0)
11276 stored_player[i].Frame += move_frames;
11278 if (stored_player[i].MovPos != 0)
11279 stored_player[i].StepFrame += move_frames;
11281 if (stored_player[i].move_delay > 0)
11282 stored_player[i].move_delay--;
11284 // due to bugs in previous versions, counter must count up, not down
11285 if (stored_player[i].push_delay != -1)
11286 stored_player[i].push_delay++;
11288 if (stored_player[i].drop_delay > 0)
11289 stored_player[i].drop_delay--;
11291 if (stored_player[i].is_dropping_pressed)
11292 stored_player[i].drop_pressed_delay++;
11296 void StartGameActions(boolean init_network_game, boolean record_tape,
11299 unsigned int new_random_seed = InitRND(random_seed);
11302 TapeStartRecording(new_random_seed);
11304 if (init_network_game)
11306 SendToServer_LevelFile();
11307 SendToServer_StartPlaying();
11315 static void GameActionsExt(void)
11318 static unsigned int game_frame_delay = 0;
11320 unsigned int game_frame_delay_value;
11321 byte *recorded_player_action;
11322 byte summarized_player_action = 0;
11323 byte tape_action[MAX_PLAYERS];
11326 // detect endless loops, caused by custom element programming
11327 if (recursion_loop_detected && recursion_loop_depth == 0)
11329 char *message = getStringCat3("Internal Error! Element ",
11330 EL_NAME(recursion_loop_element),
11331 " caused endless loop! Quit the game?");
11333 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11334 EL_NAME(recursion_loop_element));
11336 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11338 recursion_loop_detected = FALSE; // if game should be continued
11345 if (game.restart_level)
11346 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11348 CheckLevelSolved();
11350 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11353 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11356 if (game_status != GAME_MODE_PLAYING) // status might have changed
11359 game_frame_delay_value =
11360 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11362 if (tape.playing && tape.warp_forward && !tape.pausing)
11363 game_frame_delay_value = 0;
11365 SetVideoFrameDelay(game_frame_delay_value);
11369 // ---------- main game synchronization point ----------
11371 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11373 printf("::: skip == %d\n", skip);
11376 // ---------- main game synchronization point ----------
11378 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11382 if (network_playing && !network_player_action_received)
11384 // try to get network player actions in time
11386 // last chance to get network player actions without main loop delay
11387 HandleNetworking();
11389 // game was quit by network peer
11390 if (game_status != GAME_MODE_PLAYING)
11393 // check if network player actions still missing and game still running
11394 if (!network_player_action_received && !checkGameEnded())
11395 return; // failed to get network player actions in time
11397 // do not yet reset "network_player_action_received" (for tape.pausing)
11403 // at this point we know that we really continue executing the game
11405 network_player_action_received = FALSE;
11407 // when playing tape, read previously recorded player input from tape data
11408 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11410 local_player->effective_mouse_action = local_player->mouse_action;
11412 if (recorded_player_action != NULL)
11413 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11414 recorded_player_action);
11416 // TapePlayAction() may return NULL when toggling to "pause before death"
11420 if (tape.set_centered_player)
11422 game.centered_player_nr_next = tape.centered_player_nr_next;
11423 game.set_centered_player = TRUE;
11426 for (i = 0; i < MAX_PLAYERS; i++)
11428 summarized_player_action |= stored_player[i].action;
11430 if (!network_playing && (game.team_mode || tape.playing))
11431 stored_player[i].effective_action = stored_player[i].action;
11434 if (network_playing && !checkGameEnded())
11435 SendToServer_MovePlayer(summarized_player_action);
11437 // summarize all actions at local players mapped input device position
11438 // (this allows using different input devices in single player mode)
11439 if (!network.enabled && !game.team_mode)
11440 stored_player[map_player_action[local_player->index_nr]].effective_action =
11441 summarized_player_action;
11443 if (tape.recording &&
11445 setup.input_on_focus &&
11446 game.centered_player_nr != -1)
11448 for (i = 0; i < MAX_PLAYERS; i++)
11449 stored_player[i].effective_action =
11450 (i == game.centered_player_nr ? summarized_player_action : 0);
11453 if (recorded_player_action != NULL)
11454 for (i = 0; i < MAX_PLAYERS; i++)
11455 stored_player[i].effective_action = recorded_player_action[i];
11457 for (i = 0; i < MAX_PLAYERS; i++)
11459 tape_action[i] = stored_player[i].effective_action;
11461 /* (this may happen in the RND game engine if a player was not present on
11462 the playfield on level start, but appeared later from a custom element */
11463 if (setup.team_mode &&
11466 !tape.player_participates[i])
11467 tape.player_participates[i] = TRUE;
11470 SetTapeActionFromMouseAction(tape_action,
11471 &local_player->effective_mouse_action);
11473 // only record actions from input devices, but not programmed actions
11474 if (tape.recording)
11475 TapeRecordAction(tape_action);
11477 #if USE_NEW_PLAYER_ASSIGNMENTS
11478 // !!! also map player actions in single player mode !!!
11479 // if (game.team_mode)
11482 byte mapped_action[MAX_PLAYERS];
11484 #if DEBUG_PLAYER_ACTIONS
11486 for (i = 0; i < MAX_PLAYERS; i++)
11487 printf(" %d, ", stored_player[i].effective_action);
11490 for (i = 0; i < MAX_PLAYERS; i++)
11491 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11493 for (i = 0; i < MAX_PLAYERS; i++)
11494 stored_player[i].effective_action = mapped_action[i];
11496 #if DEBUG_PLAYER_ACTIONS
11498 for (i = 0; i < MAX_PLAYERS; i++)
11499 printf(" %d, ", stored_player[i].effective_action);
11503 #if DEBUG_PLAYER_ACTIONS
11507 for (i = 0; i < MAX_PLAYERS; i++)
11508 printf(" %d, ", stored_player[i].effective_action);
11514 for (i = 0; i < MAX_PLAYERS; i++)
11516 // allow engine snapshot in case of changed movement attempt
11517 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11518 (stored_player[i].effective_action & KEY_MOTION))
11519 game.snapshot.changed_action = TRUE;
11521 // allow engine snapshot in case of snapping/dropping attempt
11522 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11523 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11524 game.snapshot.changed_action = TRUE;
11526 game.snapshot.last_action[i] = stored_player[i].effective_action;
11529 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11531 GameActions_EM_Main();
11533 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11535 GameActions_SP_Main();
11537 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11539 GameActions_MM_Main();
11543 GameActions_RND_Main();
11546 BlitScreenToBitmap(backbuffer);
11548 CheckLevelSolved();
11551 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11553 if (global.show_frames_per_second)
11555 static unsigned int fps_counter = 0;
11556 static int fps_frames = 0;
11557 unsigned int fps_delay_ms = Counter() - fps_counter;
11561 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11563 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11566 fps_counter = Counter();
11568 // always draw FPS to screen after FPS value was updated
11569 redraw_mask |= REDRAW_FPS;
11572 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11573 if (GetDrawDeactivationMask() == REDRAW_NONE)
11574 redraw_mask |= REDRAW_FPS;
11578 static void GameActions_CheckSaveEngineSnapshot(void)
11580 if (!game.snapshot.save_snapshot)
11583 // clear flag for saving snapshot _before_ saving snapshot
11584 game.snapshot.save_snapshot = FALSE;
11586 SaveEngineSnapshotToList();
11589 void GameActions(void)
11593 GameActions_CheckSaveEngineSnapshot();
11596 void GameActions_EM_Main(void)
11598 byte effective_action[MAX_PLAYERS];
11599 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11602 for (i = 0; i < MAX_PLAYERS; i++)
11603 effective_action[i] = stored_player[i].effective_action;
11605 GameActions_EM(effective_action, warp_mode);
11608 void GameActions_SP_Main(void)
11610 byte effective_action[MAX_PLAYERS];
11611 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11614 for (i = 0; i < MAX_PLAYERS; i++)
11615 effective_action[i] = stored_player[i].effective_action;
11617 GameActions_SP(effective_action, warp_mode);
11619 for (i = 0; i < MAX_PLAYERS; i++)
11621 if (stored_player[i].force_dropping)
11622 stored_player[i].action |= KEY_BUTTON_DROP;
11624 stored_player[i].force_dropping = FALSE;
11628 void GameActions_MM_Main(void)
11630 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11632 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11635 void GameActions_RND_Main(void)
11640 void GameActions_RND(void)
11642 int magic_wall_x = 0, magic_wall_y = 0;
11643 int i, x, y, element, graphic, last_gfx_frame;
11645 InitPlayfieldScanModeVars();
11647 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11649 SCAN_PLAYFIELD(x, y)
11651 ChangeCount[x][y] = 0;
11652 ChangeEvent[x][y] = -1;
11656 if (game.set_centered_player)
11658 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11660 // switching to "all players" only possible if all players fit to screen
11661 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11663 game.centered_player_nr_next = game.centered_player_nr;
11664 game.set_centered_player = FALSE;
11667 // do not switch focus to non-existing (or non-active) player
11668 if (game.centered_player_nr_next >= 0 &&
11669 !stored_player[game.centered_player_nr_next].active)
11671 game.centered_player_nr_next = game.centered_player_nr;
11672 game.set_centered_player = FALSE;
11676 if (game.set_centered_player &&
11677 ScreenMovPos == 0) // screen currently aligned at tile position
11681 if (game.centered_player_nr_next == -1)
11683 setScreenCenteredToAllPlayers(&sx, &sy);
11687 sx = stored_player[game.centered_player_nr_next].jx;
11688 sy = stored_player[game.centered_player_nr_next].jy;
11691 game.centered_player_nr = game.centered_player_nr_next;
11692 game.set_centered_player = FALSE;
11694 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11695 DrawGameDoorValues();
11698 for (i = 0; i < MAX_PLAYERS; i++)
11700 int actual_player_action = stored_player[i].effective_action;
11703 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11704 - rnd_equinox_tetrachloride 048
11705 - rnd_equinox_tetrachloride_ii 096
11706 - rnd_emanuel_schmieg 002
11707 - doctor_sloan_ww 001, 020
11709 if (stored_player[i].MovPos == 0)
11710 CheckGravityMovement(&stored_player[i]);
11713 // overwrite programmed action with tape action
11714 if (stored_player[i].programmed_action)
11715 actual_player_action = stored_player[i].programmed_action;
11717 PlayerActions(&stored_player[i], actual_player_action);
11719 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11722 ScrollScreen(NULL, SCROLL_GO_ON);
11724 /* for backwards compatibility, the following code emulates a fixed bug that
11725 occured when pushing elements (causing elements that just made their last
11726 pushing step to already (if possible) make their first falling step in the
11727 same game frame, which is bad); this code is also needed to use the famous
11728 "spring push bug" which is used in older levels and might be wanted to be
11729 used also in newer levels, but in this case the buggy pushing code is only
11730 affecting the "spring" element and no other elements */
11732 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11734 for (i = 0; i < MAX_PLAYERS; i++)
11736 struct PlayerInfo *player = &stored_player[i];
11737 int x = player->jx;
11738 int y = player->jy;
11740 if (player->active && player->is_pushing && player->is_moving &&
11742 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11743 Feld[x][y] == EL_SPRING))
11745 ContinueMoving(x, y);
11747 // continue moving after pushing (this is actually a bug)
11748 if (!IS_MOVING(x, y))
11749 Stop[x][y] = FALSE;
11754 SCAN_PLAYFIELD(x, y)
11756 Last[x][y] = Feld[x][y];
11758 ChangeCount[x][y] = 0;
11759 ChangeEvent[x][y] = -1;
11761 // this must be handled before main playfield loop
11762 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11765 if (MovDelay[x][y] <= 0)
11769 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11772 if (MovDelay[x][y] <= 0)
11775 TEST_DrawLevelField(x, y);
11777 TestIfElementTouchesCustomElement(x, y); // for empty space
11782 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11784 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11785 printf("GameActions(): This should never happen!\n");
11787 ChangePage[x][y] = -1;
11791 Stop[x][y] = FALSE;
11792 if (WasJustMoving[x][y] > 0)
11793 WasJustMoving[x][y]--;
11794 if (WasJustFalling[x][y] > 0)
11795 WasJustFalling[x][y]--;
11796 if (CheckCollision[x][y] > 0)
11797 CheckCollision[x][y]--;
11798 if (CheckImpact[x][y] > 0)
11799 CheckImpact[x][y]--;
11803 /* reset finished pushing action (not done in ContinueMoving() to allow
11804 continuous pushing animation for elements with zero push delay) */
11805 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11807 ResetGfxAnimation(x, y);
11808 TEST_DrawLevelField(x, y);
11812 if (IS_BLOCKED(x, y))
11816 Blocked2Moving(x, y, &oldx, &oldy);
11817 if (!IS_MOVING(oldx, oldy))
11819 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11820 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11821 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11822 printf("GameActions(): This should never happen!\n");
11828 SCAN_PLAYFIELD(x, y)
11830 element = Feld[x][y];
11831 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11832 last_gfx_frame = GfxFrame[x][y];
11834 ResetGfxFrame(x, y);
11836 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11837 DrawLevelGraphicAnimation(x, y, graphic);
11839 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11840 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11841 ResetRandomAnimationValue(x, y);
11843 SetRandomAnimationValue(x, y);
11845 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11847 if (IS_INACTIVE(element))
11849 if (IS_ANIMATED(graphic))
11850 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11855 // this may take place after moving, so 'element' may have changed
11856 if (IS_CHANGING(x, y) &&
11857 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11859 int page = element_info[element].event_page_nr[CE_DELAY];
11861 HandleElementChange(x, y, page);
11863 element = Feld[x][y];
11864 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11867 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11871 element = Feld[x][y];
11872 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11874 if (IS_ANIMATED(graphic) &&
11875 !IS_MOVING(x, y) &&
11877 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11879 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11880 TEST_DrawTwinkleOnField(x, y);
11882 else if (element == EL_ACID)
11885 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11887 else if ((element == EL_EXIT_OPEN ||
11888 element == EL_EM_EXIT_OPEN ||
11889 element == EL_SP_EXIT_OPEN ||
11890 element == EL_STEEL_EXIT_OPEN ||
11891 element == EL_EM_STEEL_EXIT_OPEN ||
11892 element == EL_SP_TERMINAL ||
11893 element == EL_SP_TERMINAL_ACTIVE ||
11894 element == EL_EXTRA_TIME ||
11895 element == EL_SHIELD_NORMAL ||
11896 element == EL_SHIELD_DEADLY) &&
11897 IS_ANIMATED(graphic))
11898 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11899 else if (IS_MOVING(x, y))
11900 ContinueMoving(x, y);
11901 else if (IS_ACTIVE_BOMB(element))
11902 CheckDynamite(x, y);
11903 else if (element == EL_AMOEBA_GROWING)
11904 AmoebeWaechst(x, y);
11905 else if (element == EL_AMOEBA_SHRINKING)
11906 AmoebaDisappearing(x, y);
11908 #if !USE_NEW_AMOEBA_CODE
11909 else if (IS_AMOEBALIVE(element))
11910 AmoebeAbleger(x, y);
11913 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11915 else if (element == EL_EXIT_CLOSED)
11917 else if (element == EL_EM_EXIT_CLOSED)
11919 else if (element == EL_STEEL_EXIT_CLOSED)
11920 CheckExitSteel(x, y);
11921 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11922 CheckExitSteelEM(x, y);
11923 else if (element == EL_SP_EXIT_CLOSED)
11925 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11926 element == EL_EXPANDABLE_STEELWALL_GROWING)
11927 MauerWaechst(x, y);
11928 else if (element == EL_EXPANDABLE_WALL ||
11929 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11930 element == EL_EXPANDABLE_WALL_VERTICAL ||
11931 element == EL_EXPANDABLE_WALL_ANY ||
11932 element == EL_BD_EXPANDABLE_WALL)
11933 MauerAbleger(x, y);
11934 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11935 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11936 element == EL_EXPANDABLE_STEELWALL_ANY)
11937 MauerAblegerStahl(x, y);
11938 else if (element == EL_FLAMES)
11939 CheckForDragon(x, y);
11940 else if (element == EL_EXPLOSION)
11941 ; // drawing of correct explosion animation is handled separately
11942 else if (element == EL_ELEMENT_SNAPPING ||
11943 element == EL_DIAGONAL_SHRINKING ||
11944 element == EL_DIAGONAL_GROWING)
11946 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11948 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11950 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11951 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11953 if (IS_BELT_ACTIVE(element))
11954 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11956 if (game.magic_wall_active)
11958 int jx = local_player->jx, jy = local_player->jy;
11960 // play the element sound at the position nearest to the player
11961 if ((element == EL_MAGIC_WALL_FULL ||
11962 element == EL_MAGIC_WALL_ACTIVE ||
11963 element == EL_MAGIC_WALL_EMPTYING ||
11964 element == EL_BD_MAGIC_WALL_FULL ||
11965 element == EL_BD_MAGIC_WALL_ACTIVE ||
11966 element == EL_BD_MAGIC_WALL_EMPTYING ||
11967 element == EL_DC_MAGIC_WALL_FULL ||
11968 element == EL_DC_MAGIC_WALL_ACTIVE ||
11969 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11970 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11978 #if USE_NEW_AMOEBA_CODE
11979 // new experimental amoeba growth stuff
11980 if (!(FrameCounter % 8))
11982 static unsigned int random = 1684108901;
11984 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11986 x = RND(lev_fieldx);
11987 y = RND(lev_fieldy);
11988 element = Feld[x][y];
11990 if (!IS_PLAYER(x,y) &&
11991 (element == EL_EMPTY ||
11992 CAN_GROW_INTO(element) ||
11993 element == EL_QUICKSAND_EMPTY ||
11994 element == EL_QUICKSAND_FAST_EMPTY ||
11995 element == EL_ACID_SPLASH_LEFT ||
11996 element == EL_ACID_SPLASH_RIGHT))
11998 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11999 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
12000 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
12001 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
12002 Feld[x][y] = EL_AMOEBA_DROP;
12005 random = random * 129 + 1;
12010 game.explosions_delayed = FALSE;
12012 SCAN_PLAYFIELD(x, y)
12014 element = Feld[x][y];
12016 if (ExplodeField[x][y])
12017 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12018 else if (element == EL_EXPLOSION)
12019 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12021 ExplodeField[x][y] = EX_TYPE_NONE;
12024 game.explosions_delayed = TRUE;
12026 if (game.magic_wall_active)
12028 if (!(game.magic_wall_time_left % 4))
12030 int element = Feld[magic_wall_x][magic_wall_y];
12032 if (element == EL_BD_MAGIC_WALL_FULL ||
12033 element == EL_BD_MAGIC_WALL_ACTIVE ||
12034 element == EL_BD_MAGIC_WALL_EMPTYING)
12035 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12036 else if (element == EL_DC_MAGIC_WALL_FULL ||
12037 element == EL_DC_MAGIC_WALL_ACTIVE ||
12038 element == EL_DC_MAGIC_WALL_EMPTYING)
12039 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12041 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12044 if (game.magic_wall_time_left > 0)
12046 game.magic_wall_time_left--;
12048 if (!game.magic_wall_time_left)
12050 SCAN_PLAYFIELD(x, y)
12052 element = Feld[x][y];
12054 if (element == EL_MAGIC_WALL_ACTIVE ||
12055 element == EL_MAGIC_WALL_FULL)
12057 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12058 TEST_DrawLevelField(x, y);
12060 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12061 element == EL_BD_MAGIC_WALL_FULL)
12063 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12064 TEST_DrawLevelField(x, y);
12066 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12067 element == EL_DC_MAGIC_WALL_FULL)
12069 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12070 TEST_DrawLevelField(x, y);
12074 game.magic_wall_active = FALSE;
12079 if (game.light_time_left > 0)
12081 game.light_time_left--;
12083 if (game.light_time_left == 0)
12084 RedrawAllLightSwitchesAndInvisibleElements();
12087 if (game.timegate_time_left > 0)
12089 game.timegate_time_left--;
12091 if (game.timegate_time_left == 0)
12092 CloseAllOpenTimegates();
12095 if (game.lenses_time_left > 0)
12097 game.lenses_time_left--;
12099 if (game.lenses_time_left == 0)
12100 RedrawAllInvisibleElementsForLenses();
12103 if (game.magnify_time_left > 0)
12105 game.magnify_time_left--;
12107 if (game.magnify_time_left == 0)
12108 RedrawAllInvisibleElementsForMagnifier();
12111 for (i = 0; i < MAX_PLAYERS; i++)
12113 struct PlayerInfo *player = &stored_player[i];
12115 if (SHIELD_ON(player))
12117 if (player->shield_deadly_time_left)
12118 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12119 else if (player->shield_normal_time_left)
12120 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12124 #if USE_DELAYED_GFX_REDRAW
12125 SCAN_PLAYFIELD(x, y)
12127 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12129 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12130 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12132 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12133 DrawLevelField(x, y);
12135 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12136 DrawLevelFieldCrumbled(x, y);
12138 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12139 DrawLevelFieldCrumbledNeighbours(x, y);
12141 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12142 DrawTwinkleOnField(x, y);
12145 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12150 PlayAllPlayersSound();
12152 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12154 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12156 local_player->show_envelope = 0;
12159 // use random number generator in every frame to make it less predictable
12160 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12164 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12166 int min_x = x, min_y = y, max_x = x, max_y = y;
12169 for (i = 0; i < MAX_PLAYERS; i++)
12171 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12173 if (!stored_player[i].active || &stored_player[i] == player)
12176 min_x = MIN(min_x, jx);
12177 min_y = MIN(min_y, jy);
12178 max_x = MAX(max_x, jx);
12179 max_y = MAX(max_y, jy);
12182 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12185 static boolean AllPlayersInVisibleScreen(void)
12189 for (i = 0; i < MAX_PLAYERS; i++)
12191 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12193 if (!stored_player[i].active)
12196 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12203 void ScrollLevel(int dx, int dy)
12205 int scroll_offset = 2 * TILEX_VAR;
12208 BlitBitmap(drawto_field, drawto_field,
12209 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12210 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12211 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12212 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12213 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12214 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12218 x = (dx == 1 ? BX1 : BX2);
12219 for (y = BY1; y <= BY2; y++)
12220 DrawScreenField(x, y);
12225 y = (dy == 1 ? BY1 : BY2);
12226 for (x = BX1; x <= BX2; x++)
12227 DrawScreenField(x, y);
12230 redraw_mask |= REDRAW_FIELD;
12233 static boolean canFallDown(struct PlayerInfo *player)
12235 int jx = player->jx, jy = player->jy;
12237 return (IN_LEV_FIELD(jx, jy + 1) &&
12238 (IS_FREE(jx, jy + 1) ||
12239 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12240 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12241 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12244 static boolean canPassField(int x, int y, int move_dir)
12246 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12247 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12248 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12249 int nextx = x + dx;
12250 int nexty = y + dy;
12251 int element = Feld[x][y];
12253 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12254 !CAN_MOVE(element) &&
12255 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12256 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12257 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12260 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12262 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12263 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12264 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12268 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12269 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12270 (IS_DIGGABLE(Feld[newx][newy]) ||
12271 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12272 canPassField(newx, newy, move_dir)));
12275 static void CheckGravityMovement(struct PlayerInfo *player)
12277 if (player->gravity && !player->programmed_action)
12279 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12280 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12281 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12282 int jx = player->jx, jy = player->jy;
12283 boolean player_is_moving_to_valid_field =
12284 (!player_is_snapping &&
12285 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12286 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12287 boolean player_can_fall_down = canFallDown(player);
12289 if (player_can_fall_down &&
12290 !player_is_moving_to_valid_field)
12291 player->programmed_action = MV_DOWN;
12295 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12297 return CheckGravityMovement(player);
12299 if (player->gravity && !player->programmed_action)
12301 int jx = player->jx, jy = player->jy;
12302 boolean field_under_player_is_free =
12303 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12304 boolean player_is_standing_on_valid_field =
12305 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12306 (IS_WALKABLE(Feld[jx][jy]) &&
12307 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12309 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12310 player->programmed_action = MV_DOWN;
12315 MovePlayerOneStep()
12316 -----------------------------------------------------------------------------
12317 dx, dy: direction (non-diagonal) to try to move the player to
12318 real_dx, real_dy: direction as read from input device (can be diagonal)
12321 boolean MovePlayerOneStep(struct PlayerInfo *player,
12322 int dx, int dy, int real_dx, int real_dy)
12324 int jx = player->jx, jy = player->jy;
12325 int new_jx = jx + dx, new_jy = jy + dy;
12327 boolean player_can_move = !player->cannot_move;
12329 if (!player->active || (!dx && !dy))
12330 return MP_NO_ACTION;
12332 player->MovDir = (dx < 0 ? MV_LEFT :
12333 dx > 0 ? MV_RIGHT :
12335 dy > 0 ? MV_DOWN : MV_NONE);
12337 if (!IN_LEV_FIELD(new_jx, new_jy))
12338 return MP_NO_ACTION;
12340 if (!player_can_move)
12342 if (player->MovPos == 0)
12344 player->is_moving = FALSE;
12345 player->is_digging = FALSE;
12346 player->is_collecting = FALSE;
12347 player->is_snapping = FALSE;
12348 player->is_pushing = FALSE;
12352 if (!network.enabled && game.centered_player_nr == -1 &&
12353 !AllPlayersInSight(player, new_jx, new_jy))
12354 return MP_NO_ACTION;
12356 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12357 if (can_move != MP_MOVING)
12360 // check if DigField() has caused relocation of the player
12361 if (player->jx != jx || player->jy != jy)
12362 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12364 StorePlayer[jx][jy] = 0;
12365 player->last_jx = jx;
12366 player->last_jy = jy;
12367 player->jx = new_jx;
12368 player->jy = new_jy;
12369 StorePlayer[new_jx][new_jy] = player->element_nr;
12371 if (player->move_delay_value_next != -1)
12373 player->move_delay_value = player->move_delay_value_next;
12374 player->move_delay_value_next = -1;
12378 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12380 player->step_counter++;
12382 PlayerVisit[jx][jy] = FrameCounter;
12384 player->is_moving = TRUE;
12387 // should better be called in MovePlayer(), but this breaks some tapes
12388 ScrollPlayer(player, SCROLL_INIT);
12394 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12396 int jx = player->jx, jy = player->jy;
12397 int old_jx = jx, old_jy = jy;
12398 int moved = MP_NO_ACTION;
12400 if (!player->active)
12405 if (player->MovPos == 0)
12407 player->is_moving = FALSE;
12408 player->is_digging = FALSE;
12409 player->is_collecting = FALSE;
12410 player->is_snapping = FALSE;
12411 player->is_pushing = FALSE;
12417 if (player->move_delay > 0)
12420 player->move_delay = -1; // set to "uninitialized" value
12422 // store if player is automatically moved to next field
12423 player->is_auto_moving = (player->programmed_action != MV_NONE);
12425 // remove the last programmed player action
12426 player->programmed_action = 0;
12428 if (player->MovPos)
12430 // should only happen if pre-1.2 tape recordings are played
12431 // this is only for backward compatibility
12433 int original_move_delay_value = player->move_delay_value;
12436 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12440 // scroll remaining steps with finest movement resolution
12441 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12443 while (player->MovPos)
12445 ScrollPlayer(player, SCROLL_GO_ON);
12446 ScrollScreen(NULL, SCROLL_GO_ON);
12448 AdvanceFrameAndPlayerCounters(player->index_nr);
12451 BackToFront_WithFrameDelay(0);
12454 player->move_delay_value = original_move_delay_value;
12457 player->is_active = FALSE;
12459 if (player->last_move_dir & MV_HORIZONTAL)
12461 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12462 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12466 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12467 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12470 if (!moved && !player->is_active)
12472 player->is_moving = FALSE;
12473 player->is_digging = FALSE;
12474 player->is_collecting = FALSE;
12475 player->is_snapping = FALSE;
12476 player->is_pushing = FALSE;
12482 if (moved & MP_MOVING && !ScreenMovPos &&
12483 (player->index_nr == game.centered_player_nr ||
12484 game.centered_player_nr == -1))
12486 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12487 int offset = game.scroll_delay_value;
12489 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12491 // actual player has left the screen -- scroll in that direction
12492 if (jx != old_jx) // player has moved horizontally
12493 scroll_x += (jx - old_jx);
12494 else // player has moved vertically
12495 scroll_y += (jy - old_jy);
12499 if (jx != old_jx) // player has moved horizontally
12501 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12502 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12503 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12505 // don't scroll over playfield boundaries
12506 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12507 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12509 // don't scroll more than one field at a time
12510 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12512 // don't scroll against the player's moving direction
12513 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12514 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12515 scroll_x = old_scroll_x;
12517 else // player has moved vertically
12519 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12520 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12521 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12523 // don't scroll over playfield boundaries
12524 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12525 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12527 // don't scroll more than one field at a time
12528 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12530 // don't scroll against the player's moving direction
12531 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12532 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12533 scroll_y = old_scroll_y;
12537 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12539 if (!network.enabled && game.centered_player_nr == -1 &&
12540 !AllPlayersInVisibleScreen())
12542 scroll_x = old_scroll_x;
12543 scroll_y = old_scroll_y;
12547 ScrollScreen(player, SCROLL_INIT);
12548 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12553 player->StepFrame = 0;
12555 if (moved & MP_MOVING)
12557 if (old_jx != jx && old_jy == jy)
12558 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12559 else if (old_jx == jx && old_jy != jy)
12560 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12562 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12564 player->last_move_dir = player->MovDir;
12565 player->is_moving = TRUE;
12566 player->is_snapping = FALSE;
12567 player->is_switching = FALSE;
12568 player->is_dropping = FALSE;
12569 player->is_dropping_pressed = FALSE;
12570 player->drop_pressed_delay = 0;
12573 // should better be called here than above, but this breaks some tapes
12574 ScrollPlayer(player, SCROLL_INIT);
12579 CheckGravityMovementWhenNotMoving(player);
12581 player->is_moving = FALSE;
12583 /* at this point, the player is allowed to move, but cannot move right now
12584 (e.g. because of something blocking the way) -- ensure that the player
12585 is also allowed to move in the next frame (in old versions before 3.1.1,
12586 the player was forced to wait again for eight frames before next try) */
12588 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12589 player->move_delay = 0; // allow direct movement in the next frame
12592 if (player->move_delay == -1) // not yet initialized by DigField()
12593 player->move_delay = player->move_delay_value;
12595 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12597 TestIfPlayerTouchesBadThing(jx, jy);
12598 TestIfPlayerTouchesCustomElement(jx, jy);
12601 if (!player->active)
12602 RemovePlayer(player);
12607 void ScrollPlayer(struct PlayerInfo *player, int mode)
12609 int jx = player->jx, jy = player->jy;
12610 int last_jx = player->last_jx, last_jy = player->last_jy;
12611 int move_stepsize = TILEX / player->move_delay_value;
12613 if (!player->active)
12616 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12619 if (mode == SCROLL_INIT)
12621 player->actual_frame_counter = FrameCounter;
12622 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12624 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12625 Feld[last_jx][last_jy] == EL_EMPTY)
12627 int last_field_block_delay = 0; // start with no blocking at all
12628 int block_delay_adjustment = player->block_delay_adjustment;
12630 // if player blocks last field, add delay for exactly one move
12631 if (player->block_last_field)
12633 last_field_block_delay += player->move_delay_value;
12635 // when blocking enabled, prevent moving up despite gravity
12636 if (player->gravity && player->MovDir == MV_UP)
12637 block_delay_adjustment = -1;
12640 // add block delay adjustment (also possible when not blocking)
12641 last_field_block_delay += block_delay_adjustment;
12643 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12644 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12647 if (player->MovPos != 0) // player has not yet reached destination
12650 else if (!FrameReached(&player->actual_frame_counter, 1))
12653 if (player->MovPos != 0)
12655 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12656 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12658 // before DrawPlayer() to draw correct player graphic for this case
12659 if (player->MovPos == 0)
12660 CheckGravityMovement(player);
12663 if (player->MovPos == 0) // player reached destination field
12665 if (player->move_delay_reset_counter > 0)
12667 player->move_delay_reset_counter--;
12669 if (player->move_delay_reset_counter == 0)
12671 // continue with normal speed after quickly moving through gate
12672 HALVE_PLAYER_SPEED(player);
12674 // be able to make the next move without delay
12675 player->move_delay = 0;
12679 player->last_jx = jx;
12680 player->last_jy = jy;
12682 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12683 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12684 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12685 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12686 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12687 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12688 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12689 Feld[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
12691 ExitPlayer(player);
12693 if (game.players_still_needed == 0 &&
12694 (game.friends_still_needed == 0 ||
12695 IS_SP_ELEMENT(Feld[jx][jy])))
12699 // this breaks one level: "machine", level 000
12701 int move_direction = player->MovDir;
12702 int enter_side = MV_DIR_OPPOSITE(move_direction);
12703 int leave_side = move_direction;
12704 int old_jx = last_jx;
12705 int old_jy = last_jy;
12706 int old_element = Feld[old_jx][old_jy];
12707 int new_element = Feld[jx][jy];
12709 if (IS_CUSTOM_ELEMENT(old_element))
12710 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12712 player->index_bit, leave_side);
12714 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12715 CE_PLAYER_LEAVES_X,
12716 player->index_bit, leave_side);
12718 if (IS_CUSTOM_ELEMENT(new_element))
12719 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12720 player->index_bit, enter_side);
12722 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12723 CE_PLAYER_ENTERS_X,
12724 player->index_bit, enter_side);
12726 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12727 CE_MOVE_OF_X, move_direction);
12730 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12732 TestIfPlayerTouchesBadThing(jx, jy);
12733 TestIfPlayerTouchesCustomElement(jx, jy);
12735 /* needed because pushed element has not yet reached its destination,
12736 so it would trigger a change event at its previous field location */
12737 if (!player->is_pushing)
12738 TestIfElementTouchesCustomElement(jx, jy); // for empty space
12740 if (!player->active)
12741 RemovePlayer(player);
12744 if (!game.LevelSolved && level.use_step_counter)
12754 if (TimeLeft <= 10 && setup.time_limit)
12755 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12757 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12759 DisplayGameControlValues();
12761 if (!TimeLeft && setup.time_limit)
12762 for (i = 0; i < MAX_PLAYERS; i++)
12763 KillPlayer(&stored_player[i]);
12765 else if (game.no_time_limit && !game.all_players_gone)
12767 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12769 DisplayGameControlValues();
12773 if (tape.single_step && tape.recording && !tape.pausing &&
12774 !player->programmed_action)
12775 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12777 if (!player->programmed_action)
12778 CheckSaveEngineSnapshot(player);
12782 void ScrollScreen(struct PlayerInfo *player, int mode)
12784 static unsigned int screen_frame_counter = 0;
12786 if (mode == SCROLL_INIT)
12788 // set scrolling step size according to actual player's moving speed
12789 ScrollStepSize = TILEX / player->move_delay_value;
12791 screen_frame_counter = FrameCounter;
12792 ScreenMovDir = player->MovDir;
12793 ScreenMovPos = player->MovPos;
12794 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12797 else if (!FrameReached(&screen_frame_counter, 1))
12802 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12803 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12804 redraw_mask |= REDRAW_FIELD;
12807 ScreenMovDir = MV_NONE;
12810 void TestIfPlayerTouchesCustomElement(int x, int y)
12812 static int xy[4][2] =
12819 static int trigger_sides[4][2] =
12821 // center side border side
12822 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12823 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12824 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12825 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12827 static int touch_dir[4] =
12829 MV_LEFT | MV_RIGHT,
12834 int center_element = Feld[x][y]; // should always be non-moving!
12837 for (i = 0; i < NUM_DIRECTIONS; i++)
12839 int xx = x + xy[i][0];
12840 int yy = y + xy[i][1];
12841 int center_side = trigger_sides[i][0];
12842 int border_side = trigger_sides[i][1];
12843 int border_element;
12845 if (!IN_LEV_FIELD(xx, yy))
12848 if (IS_PLAYER(x, y)) // player found at center element
12850 struct PlayerInfo *player = PLAYERINFO(x, y);
12852 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12853 border_element = Feld[xx][yy]; // may be moving!
12854 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12855 border_element = Feld[xx][yy];
12856 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12857 border_element = MovingOrBlocked2Element(xx, yy);
12859 continue; // center and border element do not touch
12861 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12862 player->index_bit, border_side);
12863 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12864 CE_PLAYER_TOUCHES_X,
12865 player->index_bit, border_side);
12868 /* use player element that is initially defined in the level playfield,
12869 not the player element that corresponds to the runtime player number
12870 (example: a level that contains EL_PLAYER_3 as the only player would
12871 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12872 int player_element = PLAYERINFO(x, y)->initial_element;
12874 CheckElementChangeBySide(xx, yy, border_element, player_element,
12875 CE_TOUCHING_X, border_side);
12878 else if (IS_PLAYER(xx, yy)) // player found at border element
12880 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12882 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12884 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12885 continue; // center and border element do not touch
12888 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12889 player->index_bit, center_side);
12890 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12891 CE_PLAYER_TOUCHES_X,
12892 player->index_bit, center_side);
12895 /* use player element that is initially defined in the level playfield,
12896 not the player element that corresponds to the runtime player number
12897 (example: a level that contains EL_PLAYER_3 as the only player would
12898 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12899 int player_element = PLAYERINFO(xx, yy)->initial_element;
12901 CheckElementChangeBySide(x, y, center_element, player_element,
12902 CE_TOUCHING_X, center_side);
12910 void TestIfElementTouchesCustomElement(int x, int y)
12912 static int xy[4][2] =
12919 static int trigger_sides[4][2] =
12921 // center side border side
12922 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12923 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12924 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12925 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12927 static int touch_dir[4] =
12929 MV_LEFT | MV_RIGHT,
12934 boolean change_center_element = FALSE;
12935 int center_element = Feld[x][y]; // should always be non-moving!
12936 int border_element_old[NUM_DIRECTIONS];
12939 for (i = 0; i < NUM_DIRECTIONS; i++)
12941 int xx = x + xy[i][0];
12942 int yy = y + xy[i][1];
12943 int border_element;
12945 border_element_old[i] = -1;
12947 if (!IN_LEV_FIELD(xx, yy))
12950 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12951 border_element = Feld[xx][yy]; // may be moving!
12952 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12953 border_element = Feld[xx][yy];
12954 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12955 border_element = MovingOrBlocked2Element(xx, yy);
12957 continue; // center and border element do not touch
12959 border_element_old[i] = border_element;
12962 for (i = 0; i < NUM_DIRECTIONS; i++)
12964 int xx = x + xy[i][0];
12965 int yy = y + xy[i][1];
12966 int center_side = trigger_sides[i][0];
12967 int border_element = border_element_old[i];
12969 if (border_element == -1)
12972 // check for change of border element
12973 CheckElementChangeBySide(xx, yy, border_element, center_element,
12974 CE_TOUCHING_X, center_side);
12976 // (center element cannot be player, so we dont have to check this here)
12979 for (i = 0; i < NUM_DIRECTIONS; i++)
12981 int xx = x + xy[i][0];
12982 int yy = y + xy[i][1];
12983 int border_side = trigger_sides[i][1];
12984 int border_element = border_element_old[i];
12986 if (border_element == -1)
12989 // check for change of center element (but change it only once)
12990 if (!change_center_element)
12991 change_center_element =
12992 CheckElementChangeBySide(x, y, center_element, border_element,
12993 CE_TOUCHING_X, border_side);
12995 if (IS_PLAYER(xx, yy))
12997 /* use player element that is initially defined in the level playfield,
12998 not the player element that corresponds to the runtime player number
12999 (example: a level that contains EL_PLAYER_3 as the only player would
13000 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13001 int player_element = PLAYERINFO(xx, yy)->initial_element;
13003 CheckElementChangeBySide(x, y, center_element, player_element,
13004 CE_TOUCHING_X, border_side);
13009 void TestIfElementHitsCustomElement(int x, int y, int direction)
13011 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13012 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13013 int hitx = x + dx, hity = y + dy;
13014 int hitting_element = Feld[x][y];
13015 int touched_element;
13017 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13020 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13021 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13023 if (IN_LEV_FIELD(hitx, hity))
13025 int opposite_direction = MV_DIR_OPPOSITE(direction);
13026 int hitting_side = direction;
13027 int touched_side = opposite_direction;
13028 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13029 MovDir[hitx][hity] != direction ||
13030 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13036 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13037 CE_HITTING_X, touched_side);
13039 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13040 CE_HIT_BY_X, hitting_side);
13042 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13043 CE_HIT_BY_SOMETHING, opposite_direction);
13045 if (IS_PLAYER(hitx, hity))
13047 /* use player element that is initially defined in the level playfield,
13048 not the player element that corresponds to the runtime player number
13049 (example: a level that contains EL_PLAYER_3 as the only player would
13050 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13051 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13053 CheckElementChangeBySide(x, y, hitting_element, player_element,
13054 CE_HITTING_X, touched_side);
13059 // "hitting something" is also true when hitting the playfield border
13060 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13061 CE_HITTING_SOMETHING, direction);
13064 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13066 int i, kill_x = -1, kill_y = -1;
13068 int bad_element = -1;
13069 static int test_xy[4][2] =
13076 static int test_dir[4] =
13084 for (i = 0; i < NUM_DIRECTIONS; i++)
13086 int test_x, test_y, test_move_dir, test_element;
13088 test_x = good_x + test_xy[i][0];
13089 test_y = good_y + test_xy[i][1];
13091 if (!IN_LEV_FIELD(test_x, test_y))
13095 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13097 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13099 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13100 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13102 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13103 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13107 bad_element = test_element;
13113 if (kill_x != -1 || kill_y != -1)
13115 if (IS_PLAYER(good_x, good_y))
13117 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13119 if (player->shield_deadly_time_left > 0 &&
13120 !IS_INDESTRUCTIBLE(bad_element))
13121 Bang(kill_x, kill_y);
13122 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13123 KillPlayer(player);
13126 Bang(good_x, good_y);
13130 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13132 int i, kill_x = -1, kill_y = -1;
13133 int bad_element = Feld[bad_x][bad_y];
13134 static int test_xy[4][2] =
13141 static int touch_dir[4] =
13143 MV_LEFT | MV_RIGHT,
13148 static int test_dir[4] =
13156 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13159 for (i = 0; i < NUM_DIRECTIONS; i++)
13161 int test_x, test_y, test_move_dir, test_element;
13163 test_x = bad_x + test_xy[i][0];
13164 test_y = bad_y + test_xy[i][1];
13166 if (!IN_LEV_FIELD(test_x, test_y))
13170 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13172 test_element = Feld[test_x][test_y];
13174 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13175 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13177 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13178 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13180 // good thing is player or penguin that does not move away
13181 if (IS_PLAYER(test_x, test_y))
13183 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13185 if (bad_element == EL_ROBOT && player->is_moving)
13186 continue; // robot does not kill player if he is moving
13188 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13190 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13191 continue; // center and border element do not touch
13199 else if (test_element == EL_PENGUIN)
13209 if (kill_x != -1 || kill_y != -1)
13211 if (IS_PLAYER(kill_x, kill_y))
13213 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13215 if (player->shield_deadly_time_left > 0 &&
13216 !IS_INDESTRUCTIBLE(bad_element))
13217 Bang(bad_x, bad_y);
13218 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13219 KillPlayer(player);
13222 Bang(kill_x, kill_y);
13226 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13228 int bad_element = Feld[bad_x][bad_y];
13229 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13230 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13231 int test_x = bad_x + dx, test_y = bad_y + dy;
13232 int test_move_dir, test_element;
13233 int kill_x = -1, kill_y = -1;
13235 if (!IN_LEV_FIELD(test_x, test_y))
13239 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13241 test_element = Feld[test_x][test_y];
13243 if (test_move_dir != bad_move_dir)
13245 // good thing can be player or penguin that does not move away
13246 if (IS_PLAYER(test_x, test_y))
13248 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13250 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13251 player as being hit when he is moving towards the bad thing, because
13252 the "get hit by" condition would be lost after the player stops) */
13253 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13254 return; // player moves away from bad thing
13259 else if (test_element == EL_PENGUIN)
13266 if (kill_x != -1 || kill_y != -1)
13268 if (IS_PLAYER(kill_x, kill_y))
13270 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13272 if (player->shield_deadly_time_left > 0 &&
13273 !IS_INDESTRUCTIBLE(bad_element))
13274 Bang(bad_x, bad_y);
13275 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13276 KillPlayer(player);
13279 Bang(kill_x, kill_y);
13283 void TestIfPlayerTouchesBadThing(int x, int y)
13285 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13288 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13290 TestIfGoodThingHitsBadThing(x, y, move_dir);
13293 void TestIfBadThingTouchesPlayer(int x, int y)
13295 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13298 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13300 TestIfBadThingHitsGoodThing(x, y, move_dir);
13303 void TestIfFriendTouchesBadThing(int x, int y)
13305 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13308 void TestIfBadThingTouchesFriend(int x, int y)
13310 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13313 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13315 int i, kill_x = bad_x, kill_y = bad_y;
13316 static int xy[4][2] =
13324 for (i = 0; i < NUM_DIRECTIONS; i++)
13328 x = bad_x + xy[i][0];
13329 y = bad_y + xy[i][1];
13330 if (!IN_LEV_FIELD(x, y))
13333 element = Feld[x][y];
13334 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13335 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13343 if (kill_x != bad_x || kill_y != bad_y)
13344 Bang(bad_x, bad_y);
13347 void KillPlayer(struct PlayerInfo *player)
13349 int jx = player->jx, jy = player->jy;
13351 if (!player->active)
13355 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13356 player->killed, player->active, player->reanimated);
13359 /* the following code was introduced to prevent an infinite loop when calling
13361 -> CheckTriggeredElementChangeExt()
13362 -> ExecuteCustomElementAction()
13364 -> (infinitely repeating the above sequence of function calls)
13365 which occurs when killing the player while having a CE with the setting
13366 "kill player X when explosion of <player X>"; the solution using a new
13367 field "player->killed" was chosen for backwards compatibility, although
13368 clever use of the fields "player->active" etc. would probably also work */
13370 if (player->killed)
13374 player->killed = TRUE;
13376 // remove accessible field at the player's position
13377 Feld[jx][jy] = EL_EMPTY;
13379 // deactivate shield (else Bang()/Explode() would not work right)
13380 player->shield_normal_time_left = 0;
13381 player->shield_deadly_time_left = 0;
13384 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13385 player->killed, player->active, player->reanimated);
13391 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13392 player->killed, player->active, player->reanimated);
13395 if (player->reanimated) // killed player may have been reanimated
13396 player->killed = player->reanimated = FALSE;
13398 BuryPlayer(player);
13401 static void KillPlayerUnlessEnemyProtected(int x, int y)
13403 if (!PLAYER_ENEMY_PROTECTED(x, y))
13404 KillPlayer(PLAYERINFO(x, y));
13407 static void KillPlayerUnlessExplosionProtected(int x, int y)
13409 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13410 KillPlayer(PLAYERINFO(x, y));
13413 void BuryPlayer(struct PlayerInfo *player)
13415 int jx = player->jx, jy = player->jy;
13417 if (!player->active)
13420 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13421 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13423 RemovePlayer(player);
13425 player->buried = TRUE;
13427 if (game.all_players_gone)
13428 game.GameOver = TRUE;
13431 void RemovePlayer(struct PlayerInfo *player)
13433 int jx = player->jx, jy = player->jy;
13434 int i, found = FALSE;
13436 player->present = FALSE;
13437 player->active = FALSE;
13439 if (!ExplodeField[jx][jy])
13440 StorePlayer[jx][jy] = 0;
13442 if (player->is_moving)
13443 TEST_DrawLevelField(player->last_jx, player->last_jy);
13445 for (i = 0; i < MAX_PLAYERS; i++)
13446 if (stored_player[i].active)
13451 game.all_players_gone = TRUE;
13452 game.GameOver = TRUE;
13455 game.exit_x = game.robot_wheel_x = jx;
13456 game.exit_y = game.robot_wheel_y = jy;
13459 void ExitPlayer(struct PlayerInfo *player)
13461 DrawPlayer(player); // needed here only to cleanup last field
13462 RemovePlayer(player);
13464 if (game.players_still_needed > 0)
13465 game.players_still_needed--;
13468 static void setFieldForSnapping(int x, int y, int element, int direction)
13470 struct ElementInfo *ei = &element_info[element];
13471 int direction_bit = MV_DIR_TO_BIT(direction);
13472 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13473 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13474 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13476 Feld[x][y] = EL_ELEMENT_SNAPPING;
13477 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13479 ResetGfxAnimation(x, y);
13481 GfxElement[x][y] = element;
13482 GfxAction[x][y] = action;
13483 GfxDir[x][y] = direction;
13484 GfxFrame[x][y] = -1;
13488 =============================================================================
13489 checkDiagonalPushing()
13490 -----------------------------------------------------------------------------
13491 check if diagonal input device direction results in pushing of object
13492 (by checking if the alternative direction is walkable, diggable, ...)
13493 =============================================================================
13496 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13497 int x, int y, int real_dx, int real_dy)
13499 int jx, jy, dx, dy, xx, yy;
13501 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13504 // diagonal direction: check alternative direction
13509 xx = jx + (dx == 0 ? real_dx : 0);
13510 yy = jy + (dy == 0 ? real_dy : 0);
13512 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13516 =============================================================================
13518 -----------------------------------------------------------------------------
13519 x, y: field next to player (non-diagonal) to try to dig to
13520 real_dx, real_dy: direction as read from input device (can be diagonal)
13521 =============================================================================
13524 static int DigField(struct PlayerInfo *player,
13525 int oldx, int oldy, int x, int y,
13526 int real_dx, int real_dy, int mode)
13528 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13529 boolean player_was_pushing = player->is_pushing;
13530 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13531 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13532 int jx = oldx, jy = oldy;
13533 int dx = x - jx, dy = y - jy;
13534 int nextx = x + dx, nexty = y + dy;
13535 int move_direction = (dx == -1 ? MV_LEFT :
13536 dx == +1 ? MV_RIGHT :
13538 dy == +1 ? MV_DOWN : MV_NONE);
13539 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13540 int dig_side = MV_DIR_OPPOSITE(move_direction);
13541 int old_element = Feld[jx][jy];
13542 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13545 if (is_player) // function can also be called by EL_PENGUIN
13547 if (player->MovPos == 0)
13549 player->is_digging = FALSE;
13550 player->is_collecting = FALSE;
13553 if (player->MovPos == 0) // last pushing move finished
13554 player->is_pushing = FALSE;
13556 if (mode == DF_NO_PUSH) // player just stopped pushing
13558 player->is_switching = FALSE;
13559 player->push_delay = -1;
13561 return MP_NO_ACTION;
13565 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13566 old_element = Back[jx][jy];
13568 // in case of element dropped at player position, check background
13569 else if (Back[jx][jy] != EL_EMPTY &&
13570 game.engine_version >= VERSION_IDENT(2,2,0,0))
13571 old_element = Back[jx][jy];
13573 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13574 return MP_NO_ACTION; // field has no opening in this direction
13576 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13577 return MP_NO_ACTION; // field has no opening in this direction
13579 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13583 Feld[jx][jy] = player->artwork_element;
13584 InitMovingField(jx, jy, MV_DOWN);
13585 Store[jx][jy] = EL_ACID;
13586 ContinueMoving(jx, jy);
13587 BuryPlayer(player);
13589 return MP_DONT_RUN_INTO;
13592 if (player_can_move && DONT_RUN_INTO(element))
13594 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13596 return MP_DONT_RUN_INTO;
13599 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13600 return MP_NO_ACTION;
13602 collect_count = element_info[element].collect_count_initial;
13604 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13605 return MP_NO_ACTION;
13607 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13608 player_can_move = player_can_move_or_snap;
13610 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13611 game.engine_version >= VERSION_IDENT(2,2,0,0))
13613 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13614 player->index_bit, dig_side);
13615 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13616 player->index_bit, dig_side);
13618 if (element == EL_DC_LANDMINE)
13621 if (Feld[x][y] != element) // field changed by snapping
13624 return MP_NO_ACTION;
13627 if (player->gravity && is_player && !player->is_auto_moving &&
13628 canFallDown(player) && move_direction != MV_DOWN &&
13629 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13630 return MP_NO_ACTION; // player cannot walk here due to gravity
13632 if (player_can_move &&
13633 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13635 int sound_element = SND_ELEMENT(element);
13636 int sound_action = ACTION_WALKING;
13638 if (IS_RND_GATE(element))
13640 if (!player->key[RND_GATE_NR(element)])
13641 return MP_NO_ACTION;
13643 else if (IS_RND_GATE_GRAY(element))
13645 if (!player->key[RND_GATE_GRAY_NR(element)])
13646 return MP_NO_ACTION;
13648 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13650 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13651 return MP_NO_ACTION;
13653 else if (element == EL_EXIT_OPEN ||
13654 element == EL_EM_EXIT_OPEN ||
13655 element == EL_EM_EXIT_OPENING ||
13656 element == EL_STEEL_EXIT_OPEN ||
13657 element == EL_EM_STEEL_EXIT_OPEN ||
13658 element == EL_EM_STEEL_EXIT_OPENING ||
13659 element == EL_SP_EXIT_OPEN ||
13660 element == EL_SP_EXIT_OPENING)
13662 sound_action = ACTION_PASSING; // player is passing exit
13664 else if (element == EL_EMPTY)
13666 sound_action = ACTION_MOVING; // nothing to walk on
13669 // play sound from background or player, whatever is available
13670 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13671 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13673 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13675 else if (player_can_move &&
13676 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13678 if (!ACCESS_FROM(element, opposite_direction))
13679 return MP_NO_ACTION; // field not accessible from this direction
13681 if (CAN_MOVE(element)) // only fixed elements can be passed!
13682 return MP_NO_ACTION;
13684 if (IS_EM_GATE(element))
13686 if (!player->key[EM_GATE_NR(element)])
13687 return MP_NO_ACTION;
13689 else if (IS_EM_GATE_GRAY(element))
13691 if (!player->key[EM_GATE_GRAY_NR(element)])
13692 return MP_NO_ACTION;
13694 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13696 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13697 return MP_NO_ACTION;
13699 else if (IS_EMC_GATE(element))
13701 if (!player->key[EMC_GATE_NR(element)])
13702 return MP_NO_ACTION;
13704 else if (IS_EMC_GATE_GRAY(element))
13706 if (!player->key[EMC_GATE_GRAY_NR(element)])
13707 return MP_NO_ACTION;
13709 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13711 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13712 return MP_NO_ACTION;
13714 else if (element == EL_DC_GATE_WHITE ||
13715 element == EL_DC_GATE_WHITE_GRAY ||
13716 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13718 if (player->num_white_keys == 0)
13719 return MP_NO_ACTION;
13721 player->num_white_keys--;
13723 else if (IS_SP_PORT(element))
13725 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13726 element == EL_SP_GRAVITY_PORT_RIGHT ||
13727 element == EL_SP_GRAVITY_PORT_UP ||
13728 element == EL_SP_GRAVITY_PORT_DOWN)
13729 player->gravity = !player->gravity;
13730 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13731 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13732 element == EL_SP_GRAVITY_ON_PORT_UP ||
13733 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13734 player->gravity = TRUE;
13735 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13736 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13737 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13738 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13739 player->gravity = FALSE;
13742 // automatically move to the next field with double speed
13743 player->programmed_action = move_direction;
13745 if (player->move_delay_reset_counter == 0)
13747 player->move_delay_reset_counter = 2; // two double speed steps
13749 DOUBLE_PLAYER_SPEED(player);
13752 PlayLevelSoundAction(x, y, ACTION_PASSING);
13754 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13758 if (mode != DF_SNAP)
13760 GfxElement[x][y] = GFX_ELEMENT(element);
13761 player->is_digging = TRUE;
13764 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13766 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13767 player->index_bit, dig_side);
13769 if (mode == DF_SNAP)
13771 if (level.block_snap_field)
13772 setFieldForSnapping(x, y, element, move_direction);
13774 TestIfElementTouchesCustomElement(x, y); // for empty space
13776 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13777 player->index_bit, dig_side);
13780 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13784 if (is_player && mode != DF_SNAP)
13786 GfxElement[x][y] = element;
13787 player->is_collecting = TRUE;
13790 if (element == EL_SPEED_PILL)
13792 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13794 else if (element == EL_EXTRA_TIME && level.time > 0)
13796 TimeLeft += level.extra_time;
13798 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13800 DisplayGameControlValues();
13802 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13804 player->shield_normal_time_left += level.shield_normal_time;
13805 if (element == EL_SHIELD_DEADLY)
13806 player->shield_deadly_time_left += level.shield_deadly_time;
13808 else if (element == EL_DYNAMITE ||
13809 element == EL_EM_DYNAMITE ||
13810 element == EL_SP_DISK_RED)
13812 if (player->inventory_size < MAX_INVENTORY_SIZE)
13813 player->inventory_element[player->inventory_size++] = element;
13815 DrawGameDoorValues();
13817 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13819 player->dynabomb_count++;
13820 player->dynabombs_left++;
13822 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13824 player->dynabomb_size++;
13826 else if (element == EL_DYNABOMB_INCREASE_POWER)
13828 player->dynabomb_xl = TRUE;
13830 else if (IS_KEY(element))
13832 player->key[KEY_NR(element)] = TRUE;
13834 DrawGameDoorValues();
13836 else if (element == EL_DC_KEY_WHITE)
13838 player->num_white_keys++;
13840 // display white keys?
13841 // DrawGameDoorValues();
13843 else if (IS_ENVELOPE(element))
13845 player->show_envelope = element;
13847 else if (element == EL_EMC_LENSES)
13849 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13851 RedrawAllInvisibleElementsForLenses();
13853 else if (element == EL_EMC_MAGNIFIER)
13855 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13857 RedrawAllInvisibleElementsForMagnifier();
13859 else if (IS_DROPPABLE(element) ||
13860 IS_THROWABLE(element)) // can be collected and dropped
13864 if (collect_count == 0)
13865 player->inventory_infinite_element = element;
13867 for (i = 0; i < collect_count; i++)
13868 if (player->inventory_size < MAX_INVENTORY_SIZE)
13869 player->inventory_element[player->inventory_size++] = element;
13871 DrawGameDoorValues();
13873 else if (collect_count > 0)
13875 game.gems_still_needed -= collect_count;
13876 if (game.gems_still_needed < 0)
13877 game.gems_still_needed = 0;
13879 game.snapshot.collected_item = TRUE;
13881 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
13883 DisplayGameControlValues();
13886 RaiseScoreElement(element);
13887 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13890 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13891 player->index_bit, dig_side);
13893 if (mode == DF_SNAP)
13895 if (level.block_snap_field)
13896 setFieldForSnapping(x, y, element, move_direction);
13898 TestIfElementTouchesCustomElement(x, y); // for empty space
13900 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13901 player->index_bit, dig_side);
13904 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13906 if (mode == DF_SNAP && element != EL_BD_ROCK)
13907 return MP_NO_ACTION;
13909 if (CAN_FALL(element) && dy)
13910 return MP_NO_ACTION;
13912 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13913 !(element == EL_SPRING && level.use_spring_bug))
13914 return MP_NO_ACTION;
13916 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13917 ((move_direction & MV_VERTICAL &&
13918 ((element_info[element].move_pattern & MV_LEFT &&
13919 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13920 (element_info[element].move_pattern & MV_RIGHT &&
13921 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13922 (move_direction & MV_HORIZONTAL &&
13923 ((element_info[element].move_pattern & MV_UP &&
13924 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13925 (element_info[element].move_pattern & MV_DOWN &&
13926 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13927 return MP_NO_ACTION;
13929 // do not push elements already moving away faster than player
13930 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13931 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13932 return MP_NO_ACTION;
13934 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13936 if (player->push_delay_value == -1 || !player_was_pushing)
13937 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13939 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13941 if (player->push_delay_value == -1)
13942 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13944 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13946 if (!player->is_pushing)
13947 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13950 player->is_pushing = TRUE;
13951 player->is_active = TRUE;
13953 if (!(IN_LEV_FIELD(nextx, nexty) &&
13954 (IS_FREE(nextx, nexty) ||
13955 (IS_SB_ELEMENT(element) &&
13956 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13957 (IS_CUSTOM_ELEMENT(element) &&
13958 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13959 return MP_NO_ACTION;
13961 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13962 return MP_NO_ACTION;
13964 if (player->push_delay == -1) // new pushing; restart delay
13965 player->push_delay = 0;
13967 if (player->push_delay < player->push_delay_value &&
13968 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13969 element != EL_SPRING && element != EL_BALLOON)
13971 // make sure that there is no move delay before next try to push
13972 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13973 player->move_delay = 0;
13975 return MP_NO_ACTION;
13978 if (IS_CUSTOM_ELEMENT(element) &&
13979 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13981 if (!DigFieldByCE(nextx, nexty, element))
13982 return MP_NO_ACTION;
13985 if (IS_SB_ELEMENT(element))
13987 boolean sokoban_task_solved = FALSE;
13989 if (element == EL_SOKOBAN_FIELD_FULL)
13991 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13993 IncrementSokobanFieldsNeeded();
13994 IncrementSokobanObjectsNeeded();
13997 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13999 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14001 DecrementSokobanFieldsNeeded();
14002 DecrementSokobanObjectsNeeded();
14004 // sokoban object was pushed from empty field to sokoban field
14005 if (Back[x][y] == EL_EMPTY)
14006 sokoban_task_solved = TRUE;
14009 Feld[x][y] = EL_SOKOBAN_OBJECT;
14011 if (Back[x][y] == Back[nextx][nexty])
14012 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14013 else if (Back[x][y] != 0)
14014 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14017 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14020 if (sokoban_task_solved &&
14021 game.sokoban_fields_still_needed == 0 &&
14022 game.sokoban_objects_still_needed == 0 &&
14023 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14025 game.players_still_needed = 0;
14029 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14033 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14035 InitMovingField(x, y, move_direction);
14036 GfxAction[x][y] = ACTION_PUSHING;
14038 if (mode == DF_SNAP)
14039 ContinueMoving(x, y);
14041 MovPos[x][y] = (dx != 0 ? dx : dy);
14043 Pushed[x][y] = TRUE;
14044 Pushed[nextx][nexty] = TRUE;
14046 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14047 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14049 player->push_delay_value = -1; // get new value later
14051 // check for element change _after_ element has been pushed
14052 if (game.use_change_when_pushing_bug)
14054 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14055 player->index_bit, dig_side);
14056 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14057 player->index_bit, dig_side);
14060 else if (IS_SWITCHABLE(element))
14062 if (PLAYER_SWITCHING(player, x, y))
14064 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14065 player->index_bit, dig_side);
14070 player->is_switching = TRUE;
14071 player->switch_x = x;
14072 player->switch_y = y;
14074 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14076 if (element == EL_ROBOT_WHEEL)
14078 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14080 game.robot_wheel_x = x;
14081 game.robot_wheel_y = y;
14082 game.robot_wheel_active = TRUE;
14084 TEST_DrawLevelField(x, y);
14086 else if (element == EL_SP_TERMINAL)
14090 SCAN_PLAYFIELD(xx, yy)
14092 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14096 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14098 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14100 ResetGfxAnimation(xx, yy);
14101 TEST_DrawLevelField(xx, yy);
14105 else if (IS_BELT_SWITCH(element))
14107 ToggleBeltSwitch(x, y);
14109 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14110 element == EL_SWITCHGATE_SWITCH_DOWN ||
14111 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14112 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14114 ToggleSwitchgateSwitch(x, y);
14116 else if (element == EL_LIGHT_SWITCH ||
14117 element == EL_LIGHT_SWITCH_ACTIVE)
14119 ToggleLightSwitch(x, y);
14121 else if (element == EL_TIMEGATE_SWITCH ||
14122 element == EL_DC_TIMEGATE_SWITCH)
14124 ActivateTimegateSwitch(x, y);
14126 else if (element == EL_BALLOON_SWITCH_LEFT ||
14127 element == EL_BALLOON_SWITCH_RIGHT ||
14128 element == EL_BALLOON_SWITCH_UP ||
14129 element == EL_BALLOON_SWITCH_DOWN ||
14130 element == EL_BALLOON_SWITCH_NONE ||
14131 element == EL_BALLOON_SWITCH_ANY)
14133 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14134 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14135 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14136 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14137 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14140 else if (element == EL_LAMP)
14142 Feld[x][y] = EL_LAMP_ACTIVE;
14143 game.lights_still_needed--;
14145 ResetGfxAnimation(x, y);
14146 TEST_DrawLevelField(x, y);
14148 else if (element == EL_TIME_ORB_FULL)
14150 Feld[x][y] = EL_TIME_ORB_EMPTY;
14152 if (level.time > 0 || level.use_time_orb_bug)
14154 TimeLeft += level.time_orb_time;
14155 game.no_time_limit = FALSE;
14157 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14159 DisplayGameControlValues();
14162 ResetGfxAnimation(x, y);
14163 TEST_DrawLevelField(x, y);
14165 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14166 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14170 game.ball_state = !game.ball_state;
14172 SCAN_PLAYFIELD(xx, yy)
14174 int e = Feld[xx][yy];
14176 if (game.ball_state)
14178 if (e == EL_EMC_MAGIC_BALL)
14179 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14180 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14181 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14185 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14186 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14187 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14188 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14193 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14194 player->index_bit, dig_side);
14196 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14197 player->index_bit, dig_side);
14199 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14200 player->index_bit, dig_side);
14206 if (!PLAYER_SWITCHING(player, x, y))
14208 player->is_switching = TRUE;
14209 player->switch_x = x;
14210 player->switch_y = y;
14212 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14213 player->index_bit, dig_side);
14214 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14215 player->index_bit, dig_side);
14217 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14218 player->index_bit, dig_side);
14219 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14220 player->index_bit, dig_side);
14223 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14224 player->index_bit, dig_side);
14225 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14226 player->index_bit, dig_side);
14228 return MP_NO_ACTION;
14231 player->push_delay = -1;
14233 if (is_player) // function can also be called by EL_PENGUIN
14235 if (Feld[x][y] != element) // really digged/collected something
14237 player->is_collecting = !player->is_digging;
14238 player->is_active = TRUE;
14245 static boolean DigFieldByCE(int x, int y, int digging_element)
14247 int element = Feld[x][y];
14249 if (!IS_FREE(x, y))
14251 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14252 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14255 // no element can dig solid indestructible elements
14256 if (IS_INDESTRUCTIBLE(element) &&
14257 !IS_DIGGABLE(element) &&
14258 !IS_COLLECTIBLE(element))
14261 if (AmoebaNr[x][y] &&
14262 (element == EL_AMOEBA_FULL ||
14263 element == EL_BD_AMOEBA ||
14264 element == EL_AMOEBA_GROWING))
14266 AmoebaCnt[AmoebaNr[x][y]]--;
14267 AmoebaCnt2[AmoebaNr[x][y]]--;
14270 if (IS_MOVING(x, y))
14271 RemoveMovingField(x, y);
14275 TEST_DrawLevelField(x, y);
14278 // if digged element was about to explode, prevent the explosion
14279 ExplodeField[x][y] = EX_TYPE_NONE;
14281 PlayLevelSoundAction(x, y, action);
14284 Store[x][y] = EL_EMPTY;
14286 // this makes it possible to leave the removed element again
14287 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14288 Store[x][y] = element;
14293 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14295 int jx = player->jx, jy = player->jy;
14296 int x = jx + dx, y = jy + dy;
14297 int snap_direction = (dx == -1 ? MV_LEFT :
14298 dx == +1 ? MV_RIGHT :
14300 dy == +1 ? MV_DOWN : MV_NONE);
14301 boolean can_continue_snapping = (level.continuous_snapping &&
14302 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14304 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14307 if (!player->active || !IN_LEV_FIELD(x, y))
14315 if (player->MovPos == 0)
14316 player->is_pushing = FALSE;
14318 player->is_snapping = FALSE;
14320 if (player->MovPos == 0)
14322 player->is_moving = FALSE;
14323 player->is_digging = FALSE;
14324 player->is_collecting = FALSE;
14330 // prevent snapping with already pressed snap key when not allowed
14331 if (player->is_snapping && !can_continue_snapping)
14334 player->MovDir = snap_direction;
14336 if (player->MovPos == 0)
14338 player->is_moving = FALSE;
14339 player->is_digging = FALSE;
14340 player->is_collecting = FALSE;
14343 player->is_dropping = FALSE;
14344 player->is_dropping_pressed = FALSE;
14345 player->drop_pressed_delay = 0;
14347 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14350 player->is_snapping = TRUE;
14351 player->is_active = TRUE;
14353 if (player->MovPos == 0)
14355 player->is_moving = FALSE;
14356 player->is_digging = FALSE;
14357 player->is_collecting = FALSE;
14360 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14361 TEST_DrawLevelField(player->last_jx, player->last_jy);
14363 TEST_DrawLevelField(x, y);
14368 static boolean DropElement(struct PlayerInfo *player)
14370 int old_element, new_element;
14371 int dropx = player->jx, dropy = player->jy;
14372 int drop_direction = player->MovDir;
14373 int drop_side = drop_direction;
14374 int drop_element = get_next_dropped_element(player);
14376 /* do not drop an element on top of another element; when holding drop key
14377 pressed without moving, dropped element must move away before the next
14378 element can be dropped (this is especially important if the next element
14379 is dynamite, which can be placed on background for historical reasons) */
14380 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14383 if (IS_THROWABLE(drop_element))
14385 dropx += GET_DX_FROM_DIR(drop_direction);
14386 dropy += GET_DY_FROM_DIR(drop_direction);
14388 if (!IN_LEV_FIELD(dropx, dropy))
14392 old_element = Feld[dropx][dropy]; // old element at dropping position
14393 new_element = drop_element; // default: no change when dropping
14395 // check if player is active, not moving and ready to drop
14396 if (!player->active || player->MovPos || player->drop_delay > 0)
14399 // check if player has anything that can be dropped
14400 if (new_element == EL_UNDEFINED)
14403 // only set if player has anything that can be dropped
14404 player->is_dropping_pressed = TRUE;
14406 // check if drop key was pressed long enough for EM style dynamite
14407 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14410 // check if anything can be dropped at the current position
14411 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14414 // collected custom elements can only be dropped on empty fields
14415 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14418 if (old_element != EL_EMPTY)
14419 Back[dropx][dropy] = old_element; // store old element on this field
14421 ResetGfxAnimation(dropx, dropy);
14422 ResetRandomAnimationValue(dropx, dropy);
14424 if (player->inventory_size > 0 ||
14425 player->inventory_infinite_element != EL_UNDEFINED)
14427 if (player->inventory_size > 0)
14429 player->inventory_size--;
14431 DrawGameDoorValues();
14433 if (new_element == EL_DYNAMITE)
14434 new_element = EL_DYNAMITE_ACTIVE;
14435 else if (new_element == EL_EM_DYNAMITE)
14436 new_element = EL_EM_DYNAMITE_ACTIVE;
14437 else if (new_element == EL_SP_DISK_RED)
14438 new_element = EL_SP_DISK_RED_ACTIVE;
14441 Feld[dropx][dropy] = new_element;
14443 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14444 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14445 el2img(Feld[dropx][dropy]), 0);
14447 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14449 // needed if previous element just changed to "empty" in the last frame
14450 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14452 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14453 player->index_bit, drop_side);
14454 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14456 player->index_bit, drop_side);
14458 TestIfElementTouchesCustomElement(dropx, dropy);
14460 else // player is dropping a dyna bomb
14462 player->dynabombs_left--;
14464 Feld[dropx][dropy] = new_element;
14466 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14467 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14468 el2img(Feld[dropx][dropy]), 0);
14470 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14473 if (Feld[dropx][dropy] == new_element) // uninitialized unless CE change
14474 InitField_WithBug1(dropx, dropy, FALSE);
14476 new_element = Feld[dropx][dropy]; // element might have changed
14478 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14479 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14481 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14482 MovDir[dropx][dropy] = drop_direction;
14484 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14486 // do not cause impact style collision by dropping elements that can fall
14487 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14490 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14491 player->is_dropping = TRUE;
14493 player->drop_pressed_delay = 0;
14494 player->is_dropping_pressed = FALSE;
14496 player->drop_x = dropx;
14497 player->drop_y = dropy;
14502 // ----------------------------------------------------------------------------
14503 // game sound playing functions
14504 // ----------------------------------------------------------------------------
14506 static int *loop_sound_frame = NULL;
14507 static int *loop_sound_volume = NULL;
14509 void InitPlayLevelSound(void)
14511 int num_sounds = getSoundListSize();
14513 checked_free(loop_sound_frame);
14514 checked_free(loop_sound_volume);
14516 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14517 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14520 static void PlayLevelSound(int x, int y, int nr)
14522 int sx = SCREENX(x), sy = SCREENY(y);
14523 int volume, stereo_position;
14524 int max_distance = 8;
14525 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14527 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14528 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14531 if (!IN_LEV_FIELD(x, y) ||
14532 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14533 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14536 volume = SOUND_MAX_VOLUME;
14538 if (!IN_SCR_FIELD(sx, sy))
14540 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14541 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14543 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14546 stereo_position = (SOUND_MAX_LEFT +
14547 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14548 (SCR_FIELDX + 2 * max_distance));
14550 if (IS_LOOP_SOUND(nr))
14552 /* This assures that quieter loop sounds do not overwrite louder ones,
14553 while restarting sound volume comparison with each new game frame. */
14555 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14558 loop_sound_volume[nr] = volume;
14559 loop_sound_frame[nr] = FrameCounter;
14562 PlaySoundExt(nr, volume, stereo_position, type);
14565 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14567 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14568 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14569 y < LEVELY(BY1) ? LEVELY(BY1) :
14570 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14574 static void PlayLevelSoundAction(int x, int y, int action)
14576 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14579 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14581 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14583 if (sound_effect != SND_UNDEFINED)
14584 PlayLevelSound(x, y, sound_effect);
14587 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14590 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14592 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14593 PlayLevelSound(x, y, sound_effect);
14596 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14598 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14600 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14601 PlayLevelSound(x, y, sound_effect);
14604 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14606 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14608 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14609 StopSound(sound_effect);
14612 static int getLevelMusicNr(void)
14614 if (levelset.music[level_nr] != MUS_UNDEFINED)
14615 return levelset.music[level_nr]; // from config file
14617 return MAP_NOCONF_MUSIC(level_nr); // from music dir
14620 static void FadeLevelSounds(void)
14625 static void FadeLevelMusic(void)
14627 int music_nr = getLevelMusicNr();
14628 char *curr_music = getCurrentlyPlayingMusicFilename();
14629 char *next_music = getMusicInfoEntryFilename(music_nr);
14631 if (!strEqual(curr_music, next_music))
14635 void FadeLevelSoundsAndMusic(void)
14641 static void PlayLevelMusic(void)
14643 int music_nr = getLevelMusicNr();
14644 char *curr_music = getCurrentlyPlayingMusicFilename();
14645 char *next_music = getMusicInfoEntryFilename(music_nr);
14647 if (!strEqual(curr_music, next_music))
14648 PlayMusicLoop(music_nr);
14651 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14653 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14654 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14655 int x = xx - 1 - offset;
14656 int y = yy - 1 - offset;
14661 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14665 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14669 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14673 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14677 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14681 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14685 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14688 case SAMPLE_android_clone:
14689 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14692 case SAMPLE_android_move:
14693 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14696 case SAMPLE_spring:
14697 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14701 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14705 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14708 case SAMPLE_eater_eat:
14709 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14713 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14716 case SAMPLE_collect:
14717 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14720 case SAMPLE_diamond:
14721 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14724 case SAMPLE_squash:
14725 // !!! CHECK THIS !!!
14727 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14729 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14733 case SAMPLE_wonderfall:
14734 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14738 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14742 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14746 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14750 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14754 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14758 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14761 case SAMPLE_wonder:
14762 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14766 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14769 case SAMPLE_exit_open:
14770 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14773 case SAMPLE_exit_leave:
14774 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14777 case SAMPLE_dynamite:
14778 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14782 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14786 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14790 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14794 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14798 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14802 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14806 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14811 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14813 int element = map_element_SP_to_RND(element_sp);
14814 int action = map_action_SP_to_RND(action_sp);
14815 int offset = (setup.sp_show_border_elements ? 0 : 1);
14816 int x = xx - offset;
14817 int y = yy - offset;
14819 PlayLevelSoundElementAction(x, y, element, action);
14822 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14824 int element = map_element_MM_to_RND(element_mm);
14825 int action = map_action_MM_to_RND(action_mm);
14827 int x = xx - offset;
14828 int y = yy - offset;
14830 if (!IS_MM_ELEMENT(element))
14831 element = EL_MM_DEFAULT;
14833 PlayLevelSoundElementAction(x, y, element, action);
14836 void PlaySound_MM(int sound_mm)
14838 int sound = map_sound_MM_to_RND(sound_mm);
14840 if (sound == SND_UNDEFINED)
14846 void PlaySoundLoop_MM(int sound_mm)
14848 int sound = map_sound_MM_to_RND(sound_mm);
14850 if (sound == SND_UNDEFINED)
14853 PlaySoundLoop(sound);
14856 void StopSound_MM(int sound_mm)
14858 int sound = map_sound_MM_to_RND(sound_mm);
14860 if (sound == SND_UNDEFINED)
14866 void RaiseScore(int value)
14868 game.score += value;
14870 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
14872 DisplayGameControlValues();
14875 void RaiseScoreElement(int element)
14880 case EL_BD_DIAMOND:
14881 case EL_EMERALD_YELLOW:
14882 case EL_EMERALD_RED:
14883 case EL_EMERALD_PURPLE:
14884 case EL_SP_INFOTRON:
14885 RaiseScore(level.score[SC_EMERALD]);
14888 RaiseScore(level.score[SC_DIAMOND]);
14891 RaiseScore(level.score[SC_CRYSTAL]);
14894 RaiseScore(level.score[SC_PEARL]);
14897 case EL_BD_BUTTERFLY:
14898 case EL_SP_ELECTRON:
14899 RaiseScore(level.score[SC_BUG]);
14902 case EL_BD_FIREFLY:
14903 case EL_SP_SNIKSNAK:
14904 RaiseScore(level.score[SC_SPACESHIP]);
14907 case EL_DARK_YAMYAM:
14908 RaiseScore(level.score[SC_YAMYAM]);
14911 RaiseScore(level.score[SC_ROBOT]);
14914 RaiseScore(level.score[SC_PACMAN]);
14917 RaiseScore(level.score[SC_NUT]);
14920 case EL_EM_DYNAMITE:
14921 case EL_SP_DISK_RED:
14922 case EL_DYNABOMB_INCREASE_NUMBER:
14923 case EL_DYNABOMB_INCREASE_SIZE:
14924 case EL_DYNABOMB_INCREASE_POWER:
14925 RaiseScore(level.score[SC_DYNAMITE]);
14927 case EL_SHIELD_NORMAL:
14928 case EL_SHIELD_DEADLY:
14929 RaiseScore(level.score[SC_SHIELD]);
14931 case EL_EXTRA_TIME:
14932 RaiseScore(level.extra_time_score);
14946 case EL_DC_KEY_WHITE:
14947 RaiseScore(level.score[SC_KEY]);
14950 RaiseScore(element_info[element].collect_score);
14955 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14957 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14959 // closing door required in case of envelope style request dialogs
14961 CloseDoor(DOOR_CLOSE_1);
14963 if (network.enabled)
14964 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14968 FadeSkipNextFadeIn();
14970 SetGameStatus(GAME_MODE_MAIN);
14975 else // continue playing the game
14977 if (tape.playing && tape.deactivate_display)
14978 TapeDeactivateDisplayOff(TRUE);
14980 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14982 if (tape.playing && tape.deactivate_display)
14983 TapeDeactivateDisplayOn();
14987 void RequestQuitGame(boolean ask_if_really_quit)
14989 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14990 boolean skip_request = game.all_players_gone || quick_quit;
14992 RequestQuitGameExt(skip_request, quick_quit,
14993 "Do you really want to quit the game?");
14996 void RequestRestartGame(char *message)
14998 game.restart_game_message = NULL;
15000 boolean has_started_game = hasStartedNetworkGame();
15001 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15003 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15005 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15009 SetGameStatus(GAME_MODE_MAIN);
15015 void CheckGameOver(void)
15017 static boolean last_game_over = FALSE;
15018 static int game_over_delay = 0;
15019 int game_over_delay_value = 50;
15020 boolean game_over = checkGameFailed();
15022 // do not handle game over if request dialog is already active
15023 if (game.request_active)
15028 last_game_over = FALSE;
15029 game_over_delay = game_over_delay_value;
15034 if (game_over_delay > 0)
15041 if (last_game_over != game_over)
15042 game.restart_game_message = (hasStartedNetworkGame() ?
15043 "Game over! Play it again?" :
15046 last_game_over = game_over;
15049 boolean checkGameSolved(void)
15051 // set for all game engines if level was solved
15052 return game.LevelSolved_GameEnd;
15055 boolean checkGameFailed(void)
15057 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15058 return (game_em.game_over && !game_em.level_solved);
15059 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15060 return (game_sp.game_over && !game_sp.level_solved);
15061 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15062 return (game_mm.game_over && !game_mm.level_solved);
15063 else // GAME_ENGINE_TYPE_RND
15064 return (game.GameOver && !game.LevelSolved);
15067 boolean checkGameEnded(void)
15069 return (checkGameSolved() || checkGameFailed());
15073 // ----------------------------------------------------------------------------
15074 // random generator functions
15075 // ----------------------------------------------------------------------------
15077 unsigned int InitEngineRandom_RND(int seed)
15079 game.num_random_calls = 0;
15081 return InitEngineRandom(seed);
15084 unsigned int RND(int max)
15088 game.num_random_calls++;
15090 return GetEngineRandom(max);
15097 // ----------------------------------------------------------------------------
15098 // game engine snapshot handling functions
15099 // ----------------------------------------------------------------------------
15101 struct EngineSnapshotInfo
15103 // runtime values for custom element collect score
15104 int collect_score[NUM_CUSTOM_ELEMENTS];
15106 // runtime values for group element choice position
15107 int choice_pos[NUM_GROUP_ELEMENTS];
15109 // runtime values for belt position animations
15110 int belt_graphic[4][NUM_BELT_PARTS];
15111 int belt_anim_mode[4][NUM_BELT_PARTS];
15114 static struct EngineSnapshotInfo engine_snapshot_rnd;
15115 static char *snapshot_level_identifier = NULL;
15116 static int snapshot_level_nr = -1;
15118 static void SaveEngineSnapshotValues_RND(void)
15120 static int belt_base_active_element[4] =
15122 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15123 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15124 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15125 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15129 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15131 int element = EL_CUSTOM_START + i;
15133 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15136 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15138 int element = EL_GROUP_START + i;
15140 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15143 for (i = 0; i < 4; i++)
15145 for (j = 0; j < NUM_BELT_PARTS; j++)
15147 int element = belt_base_active_element[i] + j;
15148 int graphic = el2img(element);
15149 int anim_mode = graphic_info[graphic].anim_mode;
15151 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15152 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15157 static void LoadEngineSnapshotValues_RND(void)
15159 unsigned int num_random_calls = game.num_random_calls;
15162 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15164 int element = EL_CUSTOM_START + i;
15166 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15169 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15171 int element = EL_GROUP_START + i;
15173 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15176 for (i = 0; i < 4; i++)
15178 for (j = 0; j < NUM_BELT_PARTS; j++)
15180 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15181 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15183 graphic_info[graphic].anim_mode = anim_mode;
15187 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15189 InitRND(tape.random_seed);
15190 for (i = 0; i < num_random_calls; i++)
15194 if (game.num_random_calls != num_random_calls)
15196 Error(ERR_INFO, "number of random calls out of sync");
15197 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15198 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15199 Error(ERR_EXIT, "this should not happen -- please debug");
15203 void FreeEngineSnapshotSingle(void)
15205 FreeSnapshotSingle();
15207 setString(&snapshot_level_identifier, NULL);
15208 snapshot_level_nr = -1;
15211 void FreeEngineSnapshotList(void)
15213 FreeSnapshotList();
15216 static ListNode *SaveEngineSnapshotBuffers(void)
15218 ListNode *buffers = NULL;
15220 // copy some special values to a structure better suited for the snapshot
15222 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15223 SaveEngineSnapshotValues_RND();
15224 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15225 SaveEngineSnapshotValues_EM();
15226 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15227 SaveEngineSnapshotValues_SP(&buffers);
15228 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15229 SaveEngineSnapshotValues_MM(&buffers);
15231 // save values stored in special snapshot structure
15233 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15234 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15235 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15236 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15237 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15238 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15239 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15240 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15242 // save further RND engine values
15244 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15245 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15246 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15248 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15249 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15250 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15251 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15252 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15254 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15255 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15256 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15258 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15260 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15261 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15263 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15264 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15265 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15266 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15267 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15268 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15269 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15270 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15271 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15272 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15273 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15274 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15275 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15276 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15277 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15278 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15279 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15280 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15282 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15283 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15285 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15286 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15287 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15289 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15290 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15292 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15293 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15294 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15295 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15296 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15298 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15299 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15302 ListNode *node = engine_snapshot_list_rnd;
15305 while (node != NULL)
15307 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15312 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15318 void SaveEngineSnapshotSingle(void)
15320 ListNode *buffers = SaveEngineSnapshotBuffers();
15322 // finally save all snapshot buffers to single snapshot
15323 SaveSnapshotSingle(buffers);
15325 // save level identification information
15326 setString(&snapshot_level_identifier, leveldir_current->identifier);
15327 snapshot_level_nr = level_nr;
15330 boolean CheckSaveEngineSnapshotToList(void)
15332 boolean save_snapshot =
15333 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15334 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15335 game.snapshot.changed_action) ||
15336 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15337 game.snapshot.collected_item));
15339 game.snapshot.changed_action = FALSE;
15340 game.snapshot.collected_item = FALSE;
15341 game.snapshot.save_snapshot = save_snapshot;
15343 return save_snapshot;
15346 void SaveEngineSnapshotToList(void)
15348 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15352 ListNode *buffers = SaveEngineSnapshotBuffers();
15354 // finally save all snapshot buffers to snapshot list
15355 SaveSnapshotToList(buffers);
15358 void SaveEngineSnapshotToListInitial(void)
15360 FreeEngineSnapshotList();
15362 SaveEngineSnapshotToList();
15365 static void LoadEngineSnapshotValues(void)
15367 // restore special values from snapshot structure
15369 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15370 LoadEngineSnapshotValues_RND();
15371 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15372 LoadEngineSnapshotValues_EM();
15373 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15374 LoadEngineSnapshotValues_SP();
15375 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15376 LoadEngineSnapshotValues_MM();
15379 void LoadEngineSnapshotSingle(void)
15381 LoadSnapshotSingle();
15383 LoadEngineSnapshotValues();
15386 static void LoadEngineSnapshot_Undo(int steps)
15388 LoadSnapshotFromList_Older(steps);
15390 LoadEngineSnapshotValues();
15393 static void LoadEngineSnapshot_Redo(int steps)
15395 LoadSnapshotFromList_Newer(steps);
15397 LoadEngineSnapshotValues();
15400 boolean CheckEngineSnapshotSingle(void)
15402 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15403 snapshot_level_nr == level_nr);
15406 boolean CheckEngineSnapshotList(void)
15408 return CheckSnapshotList();
15412 // ---------- new game button stuff -------------------------------------------
15419 boolean *setup_value;
15420 boolean allowed_on_tape;
15422 } gamebutton_info[NUM_GAME_BUTTONS] =
15425 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15426 GAME_CTRL_ID_STOP, NULL,
15430 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15431 GAME_CTRL_ID_PAUSE, NULL,
15435 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15436 GAME_CTRL_ID_PLAY, NULL,
15440 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15441 GAME_CTRL_ID_UNDO, NULL,
15445 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15446 GAME_CTRL_ID_REDO, NULL,
15450 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15451 GAME_CTRL_ID_SAVE, NULL,
15455 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15456 GAME_CTRL_ID_PAUSE2, NULL,
15460 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15461 GAME_CTRL_ID_LOAD, NULL,
15465 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15466 GAME_CTRL_ID_PANEL_STOP, NULL,
15470 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15471 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15472 FALSE, "pause game"
15475 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15476 GAME_CTRL_ID_PANEL_PLAY, NULL,
15480 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15481 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15482 TRUE, "background music on/off"
15485 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15486 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15487 TRUE, "sound loops on/off"
15490 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15491 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15492 TRUE, "normal sounds on/off"
15495 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15496 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15497 FALSE, "background music on/off"
15500 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15501 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15502 FALSE, "sound loops on/off"
15505 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15506 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15507 FALSE, "normal sounds on/off"
15511 void CreateGameButtons(void)
15515 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15517 int graphic = gamebutton_info[i].graphic;
15518 struct GraphicInfo *gfx = &graphic_info[graphic];
15519 struct XY *pos = gamebutton_info[i].pos;
15520 struct GadgetInfo *gi;
15523 unsigned int event_mask;
15524 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15525 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15526 int base_x = (on_tape ? VX : DX);
15527 int base_y = (on_tape ? VY : DY);
15528 int gd_x = gfx->src_x;
15529 int gd_y = gfx->src_y;
15530 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15531 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15532 int gd_xa = gfx->src_x + gfx->active_xoffset;
15533 int gd_ya = gfx->src_y + gfx->active_yoffset;
15534 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15535 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15538 if (gfx->bitmap == NULL)
15540 game_gadget[id] = NULL;
15545 if (id == GAME_CTRL_ID_STOP ||
15546 id == GAME_CTRL_ID_PANEL_STOP ||
15547 id == GAME_CTRL_ID_PLAY ||
15548 id == GAME_CTRL_ID_PANEL_PLAY ||
15549 id == GAME_CTRL_ID_SAVE ||
15550 id == GAME_CTRL_ID_LOAD)
15552 button_type = GD_TYPE_NORMAL_BUTTON;
15554 event_mask = GD_EVENT_RELEASED;
15556 else if (id == GAME_CTRL_ID_UNDO ||
15557 id == GAME_CTRL_ID_REDO)
15559 button_type = GD_TYPE_NORMAL_BUTTON;
15561 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15565 button_type = GD_TYPE_CHECK_BUTTON;
15566 checked = (gamebutton_info[i].setup_value != NULL ?
15567 *gamebutton_info[i].setup_value : FALSE);
15568 event_mask = GD_EVENT_PRESSED;
15571 gi = CreateGadget(GDI_CUSTOM_ID, id,
15572 GDI_IMAGE_ID, graphic,
15573 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15574 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15575 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15576 GDI_WIDTH, gfx->width,
15577 GDI_HEIGHT, gfx->height,
15578 GDI_TYPE, button_type,
15579 GDI_STATE, GD_BUTTON_UNPRESSED,
15580 GDI_CHECKED, checked,
15581 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15582 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15583 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15584 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15585 GDI_DIRECT_DRAW, FALSE,
15586 GDI_EVENT_MASK, event_mask,
15587 GDI_CALLBACK_ACTION, HandleGameButtons,
15591 Error(ERR_EXIT, "cannot create gadget");
15593 game_gadget[id] = gi;
15597 void FreeGameButtons(void)
15601 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15602 FreeGadget(game_gadget[i]);
15605 static void UnmapGameButtonsAtSamePosition(int id)
15609 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15611 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15612 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15613 UnmapGadget(game_gadget[i]);
15616 static void UnmapGameButtonsAtSamePosition_All(void)
15618 if (setup.show_snapshot_buttons)
15620 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15621 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15622 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15626 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15627 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15628 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15630 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15631 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15632 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15636 static void MapGameButtonsAtSamePosition(int id)
15640 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15642 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15643 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15644 MapGadget(game_gadget[i]);
15646 UnmapGameButtonsAtSamePosition_All();
15649 void MapUndoRedoButtons(void)
15651 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15652 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15654 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15655 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15657 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15660 void UnmapUndoRedoButtons(void)
15662 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15663 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15665 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15666 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15668 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15671 static void MapGameButtonsExt(boolean on_tape)
15675 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15676 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15677 i != GAME_CTRL_ID_UNDO &&
15678 i != GAME_CTRL_ID_REDO)
15679 MapGadget(game_gadget[i]);
15681 UnmapGameButtonsAtSamePosition_All();
15683 RedrawGameButtons();
15686 static void UnmapGameButtonsExt(boolean on_tape)
15690 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15691 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15692 UnmapGadget(game_gadget[i]);
15695 static void RedrawGameButtonsExt(boolean on_tape)
15699 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15700 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15701 RedrawGadget(game_gadget[i]);
15703 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15704 redraw_mask &= ~REDRAW_ALL;
15707 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15712 gi->checked = state;
15715 static void RedrawSoundButtonGadget(int id)
15717 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15718 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15719 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15720 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15721 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15722 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15725 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15726 RedrawGadget(game_gadget[id2]);
15729 void MapGameButtons(void)
15731 MapGameButtonsExt(FALSE);
15734 void UnmapGameButtons(void)
15736 UnmapGameButtonsExt(FALSE);
15739 void RedrawGameButtons(void)
15741 RedrawGameButtonsExt(FALSE);
15744 void MapGameButtonsOnTape(void)
15746 MapGameButtonsExt(TRUE);
15749 void UnmapGameButtonsOnTape(void)
15751 UnmapGameButtonsExt(TRUE);
15754 void RedrawGameButtonsOnTape(void)
15756 RedrawGameButtonsExt(TRUE);
15759 static void GameUndoRedoExt(void)
15761 ClearPlayerAction();
15763 tape.pausing = TRUE;
15766 UpdateAndDisplayGameControlValues();
15768 DrawCompleteVideoDisplay();
15769 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15770 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15771 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15776 static void GameUndo(int steps)
15778 if (!CheckEngineSnapshotList())
15781 LoadEngineSnapshot_Undo(steps);
15786 static void GameRedo(int steps)
15788 if (!CheckEngineSnapshotList())
15791 LoadEngineSnapshot_Redo(steps);
15796 static void HandleGameButtonsExt(int id, int button)
15798 static boolean game_undo_executed = FALSE;
15799 int steps = BUTTON_STEPSIZE(button);
15800 boolean handle_game_buttons =
15801 (game_status == GAME_MODE_PLAYING ||
15802 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15804 if (!handle_game_buttons)
15809 case GAME_CTRL_ID_STOP:
15810 case GAME_CTRL_ID_PANEL_STOP:
15811 if (game_status == GAME_MODE_MAIN)
15817 RequestQuitGame(TRUE);
15821 case GAME_CTRL_ID_PAUSE:
15822 case GAME_CTRL_ID_PAUSE2:
15823 case GAME_CTRL_ID_PANEL_PAUSE:
15824 if (network.enabled && game_status == GAME_MODE_PLAYING)
15827 SendToServer_ContinuePlaying();
15829 SendToServer_PausePlaying();
15832 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15834 game_undo_executed = FALSE;
15838 case GAME_CTRL_ID_PLAY:
15839 case GAME_CTRL_ID_PANEL_PLAY:
15840 if (game_status == GAME_MODE_MAIN)
15842 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15844 else if (tape.pausing)
15846 if (network.enabled)
15847 SendToServer_ContinuePlaying();
15849 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15853 case GAME_CTRL_ID_UNDO:
15854 // Important: When using "save snapshot when collecting an item" mode,
15855 // load last (current) snapshot for first "undo" after pressing "pause"
15856 // (else the last-but-one snapshot would be loaded, because the snapshot
15857 // pointer already points to the last snapshot when pressing "pause",
15858 // which is fine for "every step/move" mode, but not for "every collect")
15859 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15860 !game_undo_executed)
15863 game_undo_executed = TRUE;
15868 case GAME_CTRL_ID_REDO:
15872 case GAME_CTRL_ID_SAVE:
15876 case GAME_CTRL_ID_LOAD:
15880 case SOUND_CTRL_ID_MUSIC:
15881 case SOUND_CTRL_ID_PANEL_MUSIC:
15882 if (setup.sound_music)
15884 setup.sound_music = FALSE;
15888 else if (audio.music_available)
15890 setup.sound = setup.sound_music = TRUE;
15892 SetAudioMode(setup.sound);
15894 if (game_status == GAME_MODE_PLAYING)
15898 RedrawSoundButtonGadget(id);
15902 case SOUND_CTRL_ID_LOOPS:
15903 case SOUND_CTRL_ID_PANEL_LOOPS:
15904 if (setup.sound_loops)
15905 setup.sound_loops = FALSE;
15906 else if (audio.loops_available)
15908 setup.sound = setup.sound_loops = TRUE;
15910 SetAudioMode(setup.sound);
15913 RedrawSoundButtonGadget(id);
15917 case SOUND_CTRL_ID_SIMPLE:
15918 case SOUND_CTRL_ID_PANEL_SIMPLE:
15919 if (setup.sound_simple)
15920 setup.sound_simple = FALSE;
15921 else if (audio.sound_available)
15923 setup.sound = setup.sound_simple = TRUE;
15925 SetAudioMode(setup.sound);
15928 RedrawSoundButtonGadget(id);
15937 static void HandleGameButtons(struct GadgetInfo *gi)
15939 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15942 void HandleSoundButtonKeys(Key key)
15944 if (key == setup.shortcut.sound_simple)
15945 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15946 else if (key == setup.shortcut.sound_loops)
15947 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15948 else if (key == setup.shortcut.sound_music)
15949 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);